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Post by greenmanalishi on Jun 21, 2018 14:52:24 GMT -5
Obviously this is subjective, but I'd like to hear how various GMs deal with successful SR for stunts during combat. Extra dice? Extra Adds? And also how failures are dealt with.
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Post by zanshin on Jun 21, 2018 15:30:29 GMT -5
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Post by greenmanalishi on Jun 21, 2018 16:17:57 GMT -5
This as exactly what I needed. Embarrassingly, I actually printed this out last week and put it on my ever growing pile of notes and completely forgot about it. My bad. And just yesterday I bought some folders to keep everything together. Arghh....
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Post by zanshin on Jun 22, 2018 3:16:01 GMT -5
Glad you found it useful. Looks like you are getting yourself very well prepared.
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Post by mahrundl on Jun 22, 2018 4:43:25 GMT -5
I had a player fumble on a stunt last session, in the boss fight of all places. Since it was a fairly simple stunt (L1SR on DEX, as I recall) and a fumble was the only way that she could fail, I imposed a fairly mild penalty: no contribution to the combat from her character, and the boss' two guards got to add the dice for their ceremonial halberds for that round. (Since they only had MRs, the halberds were assumed to be already factored in to their rolls for the rest of the combat.) In the normal course of events, that would have had the party losing the round, but probably not by enough to have more than a small amount of damage get through armour. (Which is why I felt that the penalty was fairly mild.) But, naturally enough, my dice decided that that was the round that they'd roll the highest that they would all day. No-one died, but suddenly they were feeling a whole lot more nervous...
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Post by zanshin on Jun 22, 2018 6:13:29 GMT -5
I had a player fumble on a stunt last session, in the boss fight of all places. Since it was a fairly simple stunt (L1SR on DEX, as I recall) and a fumble was the only way that she could fail, I imposed a fairly mild penalty: no contribution to the combat from her character, and the boss' two guards got to add the dice for their ceremonial halberds for that round. (Since they only had MRs, the halberds were assumed to be already factored in to their rolls for the rest of the combat.) In the normal course of events, that would have had the party losing the round, but probably not by enough to have more than a small amount of damage get through armour. (Which is why I felt that the penalty was fairly mild.) But, naturally enough, my dice decided that that was the round that they'd roll the highest that they would all day. No-one died, but suddenly they were feeling a whole lot more nervous... That sounds like a fairly hefty penalty to me
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Post by jeffepp on Jun 22, 2018 14:05:59 GMT -5
It's all situational.
One simple way to do a penalty for a failed SR is to do damage equal to the missed amount.
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Post by mahrundl on Jun 22, 2018 16:07:40 GMT -5
I had a player fumble on a stunt last session, in the boss fight of all places. Since it was a fairly simple stunt (L1SR on DEX, as I recall) and a fumble was the only way that she could fail, I imposed a fairly mild penalty: no contribution to the combat from her character, and the boss' two guards got to add the dice for their ceremonial halberds for that round. (Since they only had MRs, the halberds were assumed to be already factored in to their rolls for the rest of the combat.) In the normal course of events, that would have had the party losing the round, but probably not by enough to have more than a small amount of damage get through armour. (Which is why I felt that the penalty was fairly mild.) But, naturally enough, my dice decided that that was the round that they'd roll the highest that they would all day. No-one died, but suddenly they were feeling a whole lot more nervous... That sounds like a fairly hefty penalty to me Yes, it is fairly hefty. Success would have likely given the party a pretty easy victory though, and success was very likely. I wanted to show, without a TPK, that stunts can go badly wrong on a fumble or large failure. I got my wish... In hindsight, I should probably have throttled it down a bit. Still, characters die from back luck as well as bad choices, and it ended up making for a nail-biting boss battle, so overall I'm fairly happy with the outcome. I'll try to be a little more careful in future though.
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Post by zanshin on Jun 22, 2018 17:44:10 GMT -5
When it works at the table that’s all you need. Well judged.
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Post by khaboom on Jun 23, 2018 0:02:27 GMT -5
Pity keeping the game alive means keeping the players alive too! Hah!
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Post by ProfGremlin on Jun 23, 2018 10:48:44 GMT -5
Pity keeping the game alive means keeping the players alive too! Hah! Nah. Remember, character death is a feature not a flaw. There is a very special spell granted in such instances by the GM titled 'Two-Bits'. It requires a particular set of components: a 3"x5" notecard, a pencil and three d6. It allows any player to manifest a new character within d6 rounds. Proactive players may even ask their GM to allow them to employ this spell in advance. In this instance the casting time is negated and changed to 'Instantaneous'. Characters who have crossed to the astral plane may avail themselves of the appropriately named 'Abyss' solo.
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Post by gaptooth on Jun 23, 2018 13:50:26 GMT -5
Pity keeping the game alive means keeping the players alive too! Hah! Call me a softy, but I too believe in keeping the players alive. Whether their characters live is up to them.
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