The Forge Archives

Independent Game Forums => one.seven design => Topic started by: Aaron on November 21, 2007, 09:20:08 PM

Title: Creative Abilities
Post by: Aaron on November 21, 2007, 09:20:08 PM
I was looking through some old threads where an option was proposed of taking a +1 for using a creative ability as opposed to just adding and creative ability die to the dice rolled.  This was to help avoid the whiff factor.  There was a quite a discussion just over a year ago and I have read some AP posts talking about it as well.
I was wondering whether anyone came to any solid conclusions with regard to this option or came up with a better idea?
I was thinking of maybe trying it in a game I'm starting soon but only allowing the +1 if the creative ability die added could have actual changed the result but just didn't roll high enough.
But if anyone else has come up with something I'd love to hear about it.

Aaron.
Title: Re: Creative Abilities
Post by: Aaron on December 06, 2007, 01:40:18 AM
I'm a little surprise that no one had any opinion, but there you go.

We played and I ended up doing creative abilities in the same manner as teh ooptional rule for advantages on the wiki, rolling 2 of the appropriate helping/creative die and taking the best one. 
Seemed to work find :).
Title: Re: Creative Abilities
Post by: John Harper on December 06, 2007, 06:40:48 PM
Cool. That's good to know, Aaron. Thanks for trying it out.