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I've never actually played a game that had a blackjack-style dice get to the perfect success (which, in other kinds of dice mechanics isn't usually Then the player who didn't call the stop gets to make the first attack roll first.


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Visualizing quaternions (4d numbers) with stereographic projection

It reminds me of some Cortex Plus games, like Leverage, that use opposed rolls with a "raise" element: I roll and take the total of my two highest dice. Jessica Wardman, longtime forum member Snoopy, passed away last week. Maybe the player gets a number of rolls based on stats and weapons, the opponent can have any DC the GM decides is appropriate 6, 10,21, For PC party vs. You now have to weigh up not only the chances of beating an 18, but the need to do it without breaking You can concede and let him escape, or roll. They're not helpful, though, and only serve to make the world more confusing and scarier. You want to roll more, but you choose if you want to go on or not. But you have to choose how many to roll at the start - you don't add some on later. What's new New posts New profile posts Latest activity. Feldrik Retired User. But the sum of the dice keeps adding to your heart rate, and eventually you leave your optimal range. Also, what genres do you think such a system would support best? Asklepios raises my concerns with such a mechanic, in that the escalating cycles expose a bidding mechanic and I love bidding mechanics , but the randomness of the die involved could make too much emphasis on winning at bidding and too little on representing the character. Then a new round starts, an injured opponent has their DC lowered and the player starts their attack rolls against the new DC. This idea reminds me of this, because it has an element of gambling and risk assessment, and its the sort of system that would be fun to pull out on a special circumstance in game rather than being used for every roll. Blackjack-style dice mechanics. Search Advanced search…. You roll Xd6, where X is your appropriate stat. And so on. Then the player who didn't call the stop gets to make the first attack roll first. So Ideally, you will get five dice under the bust number and achieve maximum success. It's a weird, awesome game like that. Let's take an example: you roll a d6, and you want to get to 6. Log in. What I find interesting is the idea of putting a cap on the conflict. Roll you win and save the hostage. Thread starter modsr Start date Dec 15, I've never actually played a game that had a blackjack-style dice resolution mechanic. It doesn't have a limit to how high you can roll, though. Jim Holloway has passed. Last edited: Dec 15, Asklepios Registered User Validated User. And we swear to God, if anyone comes in here and starts spouting off QAnon bullshit about COVID or literally anything else, you are going to get permabanned so thoroughly that your grandchildren won't be allowed to post here. Forums New posts Search forums. Log in Register. Would 7 then be a fumble or a failure, and would it be any less severe than if you got a 10? JavaScript is disabled. Consequentially, what are the ramifications of a system like this? The GM sells the scene with discriptors of the action as the PC and opponent duel. Clearly a bust means Something Bad happens, but I'm not sure what. When I see something described as a 'blackjack' system, it usually means opposed rolls, with the highest under a target number winning. Your idea would work well for chase scenes, or similar, I think. The player can add dice to get closer because the closer the result the more hurt is put on the opponent, total of 21 equals opponent dead defeated, whatever. I don't have an example of a game that uses it, just the bare bones of an idea made up on the spot but maybe it would be fun to experiment. If your roll is equal or lower you lose and take stress If you win I either concede of roll. Last edited: Dec 17, Lacuna isn't quite what you're looking for, but there's a blackjack-esque aspect to each session. And I'm guessing somewhere around 4 it might become a marginal success or one with consequences, while 6 would be completely successful. New posts. With two opponents incrementally risking more and more to win. Does it mean you lose, that you both lose, or that you win but at a cost? Search forums. He will be deeply missed. Validated User. And then you die. Sometimes you see systems where the player can choose how many dice to roll, with both power and chance of failure increasing with the amount, e. I mean the kind where you can roll as many times as you want and keep adding the numbers together, trying to get to a certain number, or close but not over. As you roll your heart rate goes up. I'm just trying to wrap my head around this, because I find that I could work it into a certain kind of homebrew. We're not going to have that here. The GM does not roll dice for the opponent in this system. I think it could be work very well if you want players making hard decisions. I know such games exist, so could someone explain how the system works in those games? Interesting system idea. I'm guessing that it'll make the characters fail quite often, as players will take chances in trying to get to the perfect success which, in other kinds of dice mechanics isn't usually possible, like if you rolled 13 on a d20, that's that usually. This works best for resisted actions, but you could roll 2d6 for the house, standing on 8 or 9. Let's use the last option, and set up a conflict where a win means you capture your opponent, but a bust means he kills a hostage. You must log in or register to reply here. Say you roll 1 on the first roll. People dream up conspiracy theories to help make sense of things. You either concede or roll. Monica Stephens, a longtime key member of Steve Jackson Games, has passed away at {/INSERTKEYS}{/PARAGRAPH} It sounds kind of like the Victory Point system for the older edition of Fading Suns. Leverage does something along those lines, with opponents rolling to up the stakes on one another until one can't meet the result any more or takes a Complication and quits. I don't know of any systems that use this. One way to mitigate this might be to make it a cool subsystem of a more straightforward system. When you hit your target heart rate, you're no longer limited to X dice: you can roll as many dice as you want. Pull your 2d6 initially, with extra dice as an option. Hmmm, just my 2 ivory cubes of input but it could be a combat roll. So you're managing how many dice you want to roll by how many dice you can afford to roll before you have a heart attack. Player rolls 2d6 vs opponent with DC of 21 for example. Users Current visitors New profile posts Search profile posts. That's probably a failure, right? For a better experience, please enable JavaScript in your browser before proceeding. Your idea would have to be for scene resolution, though: it's too much dice rolling to use in multiple combat turns, IMO. You might get more responses down in the game design section Interestingly, Wushu in actual play kind of works like this, except that accumulating successes beyond the level needed to achieve the current end don't force any kind of failure. Search titles only. My only worry overall would be that it'd be quite a slow system to run, and the pay off in added fun might not be worth the extra effort, especially if you're doing this for every roll. {PARAGRAPH}{INSERTKEYS}Regarding the COV virus and its effects: Things are frustrating, and confusing, and scary. The first things that came to mind is Blood and Honor, but there is the task number of 10, extra dice saved giving bonuses. Rangdo I used to be Ovid. For example, in Legend of the Five Rings, the base dice system is quite straight forward, but when you have an Iajitsu duel you have a fun mini-game where you and your opponent raise the stakes against each other till one of you bottles it, and calls a stop. You could certainly make it more interesting by mixing in character abilities that allow manipulation of the dice, or which score special effects when you roll certain things. I've never played it and have only had the system explained to me so I may be miss remembering. She's been a valued part of the RPGnet community since , and will be dearly missed. If you roll 18 or lower you take injury and he escapes. In your case, it is maximum number of dice to roll that determines your "degree of success". The round ends when the player thinks they have scored close enough to cause some damage.