Re: Removing the 'smell of wee' from HeroQuest

From: Osentalka <Osentalka_at_...>
Date: Sun, 8 Feb 2009 14:10:13 +0100


> Far too often a player is making a crucial move in game and the stakes are
> high. The player is in a simple contest and rolls against their ability.
> They roll a '8', well below the target number so therefore a success and
> look to win the contest. However the GM has rolled a '4', below the target
> number and below the player's roll as well. Unlucky? Well yes but it does
> suck as both the GM and the player have rolled successes.

In my game numbers are also important, but slightly different. I don�t see a success of 2 as better as a success of 10, but the difference between the rolled number and the target number. If both rolls are a success not the one with the lowest roll wins, but the one who has rolled the higher difference compairing his target number and his dice roll.

In the situation above it looks like this: The player is in a simple contest and rolls against their ability. They roll a '8' (out of a target number of 17), well below the target number (and 9 points below his target number) so therefore a success and look to win the contest. The GM has rolled a '4' (out of a target number of 12), below the target number and below the player's roll BUT only 8 points below his target number, while the player was 9 points below his target number. So the player wins.

Cheers

Andr�

> HeroQuest's main mechanic for dealing with conflicts and PC interaction is
> the Simple Contest.
> Players roll a d20 dice add have to roll under their target number of the
> ability they are using in the contest. If they do roll the target number
or
> below they Succeed and if they roll over the target number they Fail. A
roll
> of '1' is a Critical and a roll of '20' is a Fumble.
> The GM or another player rolls the resistance on a d20 dice. Again they
have
> to roll under a target number and could get one of the four results,
> Critical, Succeed, Fail or Fumble.
> Those results are compared on a chart to get whether the player has won or
> lost the contest and at what magnitude the Victory Level is.
>
> *Victory Levels are:*
> Critical vs. Fumble = *Complete Victory*.
> Critical vs. Fail or Success vs. Fumble = *Major Victory*.
> Critical vs. Success or Success vs. Fail or Fail vs. Fumble = *Minor
Victory
> *.
> All Ties = *Marginal Victory* [Lowest roll result wins].
> Fumble vs. Fumble = *Tie*.
> Critical vs. Fumble = *Marginal Defeat*.
> Success vs. Critical or Fail vs. Success or Fumble vs. Fail = *Minor
Defeat*
> .
> Fumble vs. Success or Failure vs. Critical = *Major Defeat*.
> Fumble vs. Critical = *Complete Defeat*.
>
> Getting a high level is good and getting a low level of defeat is bad.
>
> So far so good.
>
> The trouble comes when the results Tie.
> The most common one is the Success vs. Success. Now in the rules it states
> that the lowest roll wins the Marginal Victory.
> Now the probability of getting a Success vs. Success tie is quite high and
> it does occur often in each session. It then boils down to what was rolled
> and the lowest roll wins.
> This is one of the *'whiff factors'* with HeroQuest as it makes the whole
> contest about who rolls lowest and not about the level of success.
>
> Far too often a player is making a crucial move in game and the stakes are
> high. The player is in a simple contest and rolls against their ability.
> They roll a '8', well below the target number so therefore a success and
> look to win the contest. However the GM has rolled a '4', below the target
> number and below the player's roll as well. Unlucky? Well yes but it does
> suck as both the GM and the player have rolled successes.
>
> *So here is a fix.*
> Over the weekend at Conception 2009 I ran four different HeroQuest games
> using this new fix and it seemed to work. Most of the players were new to
> the system though a few were old favourites of my games.
>
> Now in any contest there is usually someone that starts it off or
initiates
> it. We will call them the *Instigator*.
> Contests will run as normal using the chart below using the first column
> [labelled 'Player'] for the Instigator of the contest. More often than not
> it will be the player that starts a contest. They are always looking for a
> fight!
> The different success results compared will show what the Victory Level is
> at the end of the contest.
> If there is a Tie though the Instigator wins the Marginal Victory. There
is
> no comparing of the dice results or numbers just a comparison of the
Success
> Results.
>
> http://i122.photobucket.com/albums/o270/DarranSims/HeroQuestTable-01.jpg
>
>
> *The new Simple Contest Chart*
>
>
> A player is making a crucial move in game and the stakes are high. The
> player instigates a simple contest and rolls against their ability. They
> roll a '8', well below the target number so therefore a success and look
to
> win the contest. The GM has rolled a '4', below the target number and a
> success. The contest result is a Tie, Success vs. Success. As the player
> instigated the action though they win the Marginal Victory.
> If the the player was defending against an action the GM instigated the
> player would have scored a Marginal Defeat instead.
>
>
> Now if the contest was between players instead of a GM vs. Player
situation
> and it seems that both instigated the contest than I would rule that the
> contest ends in a Tie. The players would have to be happy with that result
> or instigate another new and different contest instead.
>
> Thoughts?
>
>
> __________________
> Cheers,
> Darran
> -----------------------------
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