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Archive => RPG Theory => Topic started by: johndehope3 on January 05, 2004, 02:26:25 AM

Title: Non-Combat Fortune at the Beginning
Post by: johndehope3 on January 05, 2004, 02:26:25 AM
Let's say you have a combat system with fortune at the beginning. Something like... each guy rolls, the guy with the higher roll picks a battle result, based on how much higher his roll was. In other words, the description of what happened comes after you roll the dice.

Is there any implementation of such a system (fortune at the beginning) with regard to non-combat actions? For example, climbing a wall. How do you refrain from describing the action ("I climb the wall") before rolling the dice, and thereby returning to FitM?

I imagine you could just allow a player to roll dice before deciding what to do. If they roll high they could have their PC climb the wall. If they roll low, they could have the PC sing a song (badly), and then roll the dice again. That doesn't sound very useful. Unless perhaps you had to spend currency to roll the dice. Or you had a fixed set of fortune to work with (such as a hand of cards).
Title: Non-Combat Fortune at the Beginning
Post by: anonymouse on January 05, 2004, 03:32:37 AM
Reverse RPG (http://members.shaw.ca/vdiakuw/reverseRPG.htm) has FitB, although whether or not it succeeds is not a matter of the die; the die determines what sort of attribute or trait you used in the conflict, and then you choose to either use a Succeed or Fail token (and you have limited pools of each).

Something to look at.
Title: Non-Combat Fortune at the Beginning
Post by: greyorm on January 05, 2004, 03:58:14 AM
ORX utilizes FatB resolution. You roll one of your Stat dice, discovering whether you succeed or fail at an unnanounced task, then decide what you were doing afterwards based loosely on what sort of die you rolled, the Scene at hand, and narrative whim.

EDIT: I realized I should mention that ORX is also highly Gamist, and the focus on the rolling of dice against other dice is what makes the choice of die and rolling -- especially before it is given any other meaning -- important. Without that, I suspect the mechanic simply wouldn't work very well as it would fail to be very interesting in play.
Title: Non-Combat Fortune at the Beginning
Post by: Lxndr on January 05, 2004, 04:00:08 AM
"My intent is to climb the wall."

*Clatter clatter*

"I could not find any good hand-holds.  Thusly, I did not climb the wall."

That's all you need, if I interpret you correctly.  Stating intent, instead of action.  Then you could define failure in relation to the intended action, instead of assuming that "I climb the wall" means "okay, I'm halfway up now!"
Title: Non-Combat Fortune at the Beginning
Post by: greyorm on January 05, 2004, 04:08:46 AM
Alex,

From my understanding, that is FitM (Intent, roll, action). That is the method Sorcerer uses, and what Ron says Sorcerer's mechanic is.
Title: Non-Combat Fortune at the Beginning
Post by: johndehope3 on January 05, 2004, 11:15:03 AM
Thanks for the feedback. The Reverse RPG is a lot like what I was envisioning things would have to work like. It uses the currency idea I mentioned, where you have to pay to succeed (and fail in this case).

Greyorm - Is there anyplace to see more about Orx?
Title: Non-Combat Fortune at the Beginning
Post by: greyorm on January 05, 2004, 07:18:21 PM
Orx will be coming out this spring, and you may be able to track down an old copy of the rules on the web somewhere, but I don't believe any of those old copies are as clear as or even running on the same lines as the intended rules. Orx really evolved in the past year due to play-testing, comments, and development.

If you have specfic questions, however, I would be happy to try and answer them here (also, now that my access problems have been fixed, I will be putting a sample chapter up from the game at the Orx website shortly which you can check out).
Title: Non-Combat Fortune at the Beginning
Post by: Matt Wilson on January 05, 2004, 08:07:47 PM
PTA uses that kind of system. You can follow the link below for some ideas.
Title: Non-Combat Fortune at the Beginning
Post by: M. J. Young on January 06, 2004, 04:14:56 AM
I hope I'm not coming to the party too late.

I won't say that this is the only way it can be done, but I think Fortune at the Beginning would look much like this:
Title: Non-Combat Fortune at the Beginning
Post by: johndehope3 on January 06, 2004, 09:46:30 PM
I think you could still have some skills. Maybe not as many as in GURPS, but at least a few. Let's say every task was 2d6 + score versus TN 10. Sometime you would roll so well that any skill would suffice. Other times you'd need to rely on one of your better skills. If you roll low, only your highest few skills might be a choice.
Title: Non-Combat Fortune at the Beginning
Post by: M. J. Young on January 07, 2004, 02:01:12 AM
Quote from: johndehope3I think you could still have some skills. Maybe not as many as in GURPS, but at least a few. Let's say every task was 2d6 + score versus TN 10. Sometime you would roll so well that any skill would suffice. Other times you'd need to rely on one of your better skills. If you roll low, only your highest few skills might be a choice.
Agreed; but if you've got three varied skills at top values, it might be impossible for you to fail at any task, as you can always find some way to use one of them to succeed in any situation.

Of course, it could be that your numbers are placed such that it is an automatic failure roll. In your 2d6+skill=>10 example, if skill cannot exceed 7 then any roll of snake eyes (1/36) would fail no matter what. However, this starts to suggest that skills of lower values are color, unless in using a skill you burn it up--and that starts to seem unrealistic, since after all if you were able to climb the difficult wall back there, why can't you climb the easy wall now?

But yes, you could use a few skills. Attributes would be better, because (as most players understand them) they cover a broader range of abilities so there could be fewer of them listed.

I'd also call attention to Legends of Alyria, in which skills and powers exist only as color: the resolution engine relies on attributes and traits, and skills and powers are used to describe outcomes but not to influence them.

--M. J. Young