Hi
First, please, excuse my english.
Well, I played with the Osentalka method. Well, we did more easy, the
test is won by the character that rolls the higher dice, and a '1'
wins to another critical.
The different between original method or another is the % to win or
lose. With Osentalka method you emphasize the different between
adversaries. So you have a problem with the character improvement,
because to improve one point with Osentalka method is better than
Origial method. So Osentalka's characters improve very faster.
>
> > 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
>
> André
>
>
> ----- Original Message -----
> From: "Continuum 2008" <Continuum2008_at_...>
> Sent: Sunday, February 08, 2009 12:00 PM
> Subject: Removing the 'smell of wee' from HeroQuest
>
>
> > 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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> > Main Site - One Man and His
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> > ---------------------------------------------
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on my
> > part'
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> >
> >
> > [Non-text portions of this message have been removed]
> >
> >
>