Quote:
Originally Posted by Nightshade
Even with that I'm leery in a linear die roll game like BRP until you get so good that you're making the roll almost all the time; just the fact you have to roll multiple times makes it mathematically almost certain to screw up soon.
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Yeah, I agree! But it's better than
not having such Defence at all - that way you 'screw up' every time (at least this way, you have to be doubly unlucky for that bad hit to coincide with the failed defence roll). But I know it's not ideal - that's why I'm asking the massed intellect of the forum to help come up with something better...
Quote:
Originally Posted by Atgxtg
I think any sort of soulition needs to be of the limited number of uses variety to keep things intestesing. A pool that can get used up is more dramatic, espeically since it can be tracked while getting used up, than a dice mechanic that will turn a hit into a statsitical abnormality.
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I see what you mean. I wanted a mechanism that wasn't too reliable, though, i.e. predictable as to when it was going to 'run out' (like the D&D abomination of gross numbers of HPs). Not RQ2-style Defence either - that just races away and becomes daft pretty quickly (and difficult to calculate).
Maybe using a POW point per Defence roll (like you suggested before elsewhere - thanks again!) would make it selective, reserving it for use only when significant (a principle I approve of generally). I'm just not sure about the
feel of an 'elective' mechanism: would it be too much like "OK, I'm killed - so I'll play my Get-out-of-death-free Card"? Too much like a spell? (Also, I have the problem of not currently using POW. And it'd be more valuable to some characters than others). But I'm coming round to liking the idea more...
I'd say the fledgeling heroes are on their own, though - it's the ones who've made the grade to 100% Defence that deserve saving from unexpected ignominous deaths...