Showing posts with label hits. Show all posts
Showing posts with label hits. Show all posts

Friday, 22 July 2011

Damage Thresholds: An Optional Tool for Armour

I am the Warden!!

I love my nighttime walks. Though I might not enjoy it as much when I come home and my busted foot throbs like a snake bite victim, it's always the perfect time to review the day's events and ponder all those random thoughts running through my head. Every now and then, an idea pops into my head so suddenly and voraciously, I literally stop on the street and proclaim "Holy shit, that's brilliant!" Hence the reason why I walk at midnight: fewer witnesses.

While reviewing my internal notes for tonight's playtest, I started thinking about a supporting character's armour rating and an archer PC's weapon damage when it struck me. Damage thresholds. What happens as a character get wailed on time and time again? Are they struck by each failed defense roll or do we use the Star Wars application of hit points and vitality? Shouldn't there be a limit to just how much damage a character can take before something starts to slow them down?

Seeing as we've covered the basics of the Optional System thus far, it's time to enjoy the original purpose of this blog. Discussing new concepts and rules. Let's crack some knuckles and get started. Ow.

Thursday, 21 July 2011

Who Watches the Watchers?

The OSRPG character sheet, that's who.

Oh, sorry.

I am the Warden!!

Tomorrow is the next playtest for the Optional System and while I had originally planned to start the converted D&D-OSRPG campaign, we've altered the plans due to a player's GenCon attendance. (If you happen to be sitting down to a little Sword Noir, tell Fraser that Fish said shoot 'em in the foot.) Instead, we'll be picking up where another OSRPG playtest took off and I couldn't help but reward my loyal quartet of followers with a preview of where it's all headed.


Friday, 15 July 2011

Ambition

I am the Warden!!

We don't just want to succeed, do we? Nah, we want to kick ass. Clubbing someone over the back of the head is fine and dandy, but it's not as good as knocking them unconscious. And that also applies to clubbing someone on the back of the head in a roleplaying game.

Welcome once again to the blog and another installment of "What Crap Has He Come Up With Now?" Oh, I have the biggest, smelliest pile of crap for you today and some homework for extra credit. Today, we're going to talk about success levels.

The Hits Just Keep On Comin'
When you make an active roll against opposing dice (or difficulty dice), you succeed if you roll higher than your opposition. This grants you 1 hit and commonly represents the necessary energy and effort needed to pull off the attempt. But it gets better the higher you roll. For every 10 points rolled higher than the opposing roll, you gain 1 additional hit.