The forge of the universal RPG and General Gaming System collectively created by the Brothers Smith. This System is to reduce confusion and enhance gameplay so that no one gets stabbed in the leg by a blunt pencil or given a black-eye for basing reality from a fantasy movie. "Rather than rules we are designing RPG Tools."
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Monday, September 24, 2007
Fortuity in Combat
Okay, Kregg brought up a good theory. Good Fortune should produce better combat rolls or outcomes, right? Kregg proposed to have it included in an Attribute Die (a combat die that includes Initiative, Coordination and Fortuity). Is this the only way to use the tool called Fortuity in combat? What other ideas can we come up with?
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I was thinking of a tool that could be used. Instead of including it as a die (i.e. combat die) we could use it as a number that is rolled on the dice. For example, let say you are battling an opponent who has a high Fortuity of 4 (or a ten on the 4-12 scale). Every time you roll below a four, your opponent gains some sort of advantage. This would be very similar to Palladium's rule about an automatic miss, or GURPS 6+6+6 (1+1+1) rule. The same thing would happen if your opponent rolled beneath your Fortuity. This way it does not have as much weight as a Combat oriented attribute and gives us a clear picture WHEN a lucky event occurs.
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