Anyway, I wanted to lessen the chance of the marginal middle successes/failures, but d10 seemed too tight. So I did the math, rescaled the example resistances, and had at it. Almost disappointingly, it's quite functional, though the increased odds at either end do take a little more getting used to.
!i!
L C <lightcastle_at_...> wrote:
>
> A d12?
> That wouldn't be "Masteries roll over at 10, 11 is crit fumble, 12
is
> crit success" would it?
> LC
>
> Ian Young wrote:
> >
> > Mark Mohrfield wrote:
> > >
> > > I've always thought HQ would be a great fit for an Avatar: the
Last
> > > Airbender game.
> >
> > Avatar is high on my list, as I already have an as-yet-untested
> > HQ1/Hero Wars adaptation.
> >
> > Mouse Guard also comes in close behind, as I'm currently playing a
> > very fast-n-loose game with HQ1 (and a d12!).
> >
> > My real passion, though, is my "Cold Mountain" mythic ice age
setting.
> > The old tribal god is dead, and the new totem gods are lining up
to
> > divy up the tribe amongst themselves.
> >
> > !i!
> >
> >
>
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