[freeroleplay] [Fringe] New Mechanic
Ricardo Gladwell
president at freeroleplay.org
Wed Jun 28 05:38:06 EDT 2006
On Tue, 2006-06-27 at 14:04 -0700, Troy Truchon wrote:
> On 6/27/06, Ricardo Gladwell <president at freeroleplay.org> wrote:
> > Cool, that does solves a lot of the problems. Unfortunately, there is a
> > new problem: if a 1 dice roll is an automatic success it means the there
> > is no difference between a skill score of 0 and 1. Not sure what to do
> > about that. Thoughts?
>
> Thats where appropriate skills come in. If there is any way possible
> then your able to try it You get a basic skill of 1.
A 0 skill could have a untrained penalty, reducing a character's dice
pool.
> Admittedly there just isn't alot of elbow room in skills with
> a max of 5.
This is a common problem with roll-under mechanics, unfortunately. You
could create a rule that skill scores over 5 add to the dice pool
instead of increasing the roll-under score.
> I love the mechanic its just not very flexible. there has
> to be a good solution to this. I prefer dice-pool mechanics because
> they cut down on the higher maths.
Would you say this mechanic has less math than the existing mechanic for
fringe (roll 1d10, add skill, attribute and modifiers, compare with
difficulty)?
> A skill roll isn't really appropriate when there
> is no way to know but trial and error.
It depends on the GM, but could the mechanics not also simulate trial
and error if need be?
Kind regards...
--
Ricardo Gladwell
President, Free RPG Community
http://www.freeroleplay.org/
president at freeroleplay.org
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