> This could be done in a couple of different ways. First of all,
you
> could assign a big bonus to the task at hand, and assign some level
> of hurt—the level of hurt may be determined by a separate contest,
> with even a minor success indicating a wound, and failures
resulting
> in progressively more grave injury. In return the role for the
task
> gets a big boost, perhaps +10 or even a whole mastery
I like it. Simple and elegant. Thanks Bryan!
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