Post by derv on Nov 15, 2012 17:30:07 GMT -5
I was reading Jerry Teleha's recent post on his blog, The Delving Dwarf, dealing with what he calls Enhanced Spite. I'm not sure if Jerry posts on here or not, but he touched on an interesting idea. In the beginning of his post he reflected on the fact that he misses the elements of a critical hit or heroic blow that can be found in other rpg's, but not T&T. Then he elaborated a little on what he might do with spite damage to simulate the effect.
I wanted to share my idea and see if anyone had any feedback, pro or con.
It seems people approach spite damage differently (if they use it at all) depending on the version of T&T they are playing. I'm going to assume Spite damage is calculated and applied to both sides of a combat regardless of whether they won or lost the round and it is applied "despite" your armor. So a roll of "6" would automatically count as 1 point of damage to your opponent and would reduce his CON or MR directly.
Enhanced Spite- Critical Hits and Fumbles:
What I am suggesting is to include a unique colored d6 into the game that would be considered the Spite Die. You can choose to use this die or not each round of combat. Regular spite damage rules would apply. But if you use the Spite Die, it is not used as part of your HPT. It is simply a die that can trigger an effect (Crit hit or Fumble). A "6" on the Spite Die would indicate a critical hit if you roll "6's" with it. A "1" on the Spite Die would indicate a fumble if you roll "1's" with it. Then the effect would be determined by how many "6's" or "1's" you rolled. If you roll a "6" with the Spite Die and don't roll any "6's" with your standard combat dice, then it would not be considered a critical hit and vice-versa with the "1's" and a fumble. Normal combat rules would apply then.
If you roll a "6" with the Spite Die and roll "6's" with your weapon/combat dice, you would count the number of "6's" rolled to determine effect, gradually scaling it up. So, if all you have is a 1d6 weapon, the effects will be limited if you roll a 6. The same could be said for fumble effects, thus limiting drastic results to someone who is only using a few dice for combat. So, in a way, there is more chance to do extreme critical damage the more dice you roll, but there is also a greater chance of an extreme fumble (possibly self inflicted damage).
I haven't thought through how I would scale the effects yet. Most critical hits and fumbles involve tables. I don't think this would be necessary, but it's an option. You could simply say, for each additional "6" rolled with a "6" on the Spite Die, you can roll 1d6 of Spite damage to be applied (instead of just 1 point). Fumbles would be a little tougher. I was thinking of dropped weapon, tripped, knocked down, stunned, self inflicted wounds etc. Not sure yet how I would handle it. I feel the chance of a fumble is necessary and is what balances the rule because you are then taking a risk in combat by using the Spite Die. Otherwise, why wouldn't you roll the Spite Die?
I wanted to share my idea and see if anyone had any feedback, pro or con.
It seems people approach spite damage differently (if they use it at all) depending on the version of T&T they are playing. I'm going to assume Spite damage is calculated and applied to both sides of a combat regardless of whether they won or lost the round and it is applied "despite" your armor. So a roll of "6" would automatically count as 1 point of damage to your opponent and would reduce his CON or MR directly.
Enhanced Spite- Critical Hits and Fumbles:
What I am suggesting is to include a unique colored d6 into the game that would be considered the Spite Die. You can choose to use this die or not each round of combat. Regular spite damage rules would apply. But if you use the Spite Die, it is not used as part of your HPT. It is simply a die that can trigger an effect (Crit hit or Fumble). A "6" on the Spite Die would indicate a critical hit if you roll "6's" with it. A "1" on the Spite Die would indicate a fumble if you roll "1's" with it. Then the effect would be determined by how many "6's" or "1's" you rolled. If you roll a "6" with the Spite Die and don't roll any "6's" with your standard combat dice, then it would not be considered a critical hit and vice-versa with the "1's" and a fumble. Normal combat rules would apply then.
If you roll a "6" with the Spite Die and roll "6's" with your weapon/combat dice, you would count the number of "6's" rolled to determine effect, gradually scaling it up. So, if all you have is a 1d6 weapon, the effects will be limited if you roll a 6. The same could be said for fumble effects, thus limiting drastic results to someone who is only using a few dice for combat. So, in a way, there is more chance to do extreme critical damage the more dice you roll, but there is also a greater chance of an extreme fumble (possibly self inflicted damage).
I haven't thought through how I would scale the effects yet. Most critical hits and fumbles involve tables. I don't think this would be necessary, but it's an option. You could simply say, for each additional "6" rolled with a "6" on the Spite Die, you can roll 1d6 of Spite damage to be applied (instead of just 1 point). Fumbles would be a little tougher. I was thinking of dropped weapon, tripped, knocked down, stunned, self inflicted wounds etc. Not sure yet how I would handle it. I feel the chance of a fumble is necessary and is what balances the rule because you are then taking a risk in combat by using the Spite Die. Otherwise, why wouldn't you roll the Spite Die?