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Now that might be ok, but isn't really a good "opposed roll" system IMO. Quote:
That's why I've always preferred the "subtract roll from skill" method. It tells you how much you made it by, and gives you an immediate measure of success. I actually don't worry about crits and specials much either. Aside from roleplaying, it's not that important (ie: You *really* snuck past that guard!!!). Ultimately, with opposed rolls you want to know if this guy wins or that guy. How well he spotted you, or how well you hid from him isn't that important at the end of the day. The benefits of this method is that there's no change to the methodology, no matter what the conditions. Skills over 100%? No change. You're just subtracting from a higher number is all. Modifiers to skills present? Same deal. You just have an additional subtraction or addition to the initial skill level. The big advantage to this method is that as a GM, it allows you to resolve multiple things at one time. Let's imagine that your character is trying to sneak up on an enemy encampment. There is a guard on duty, as well as a group of people sitting around a campfire. However, unknown to you, there is also another NPC trying to sneak up on the same group of bad guys. Additionally, there is a terrain feature that you're using to advantage that blocks the site of the guard, but not the folks at the campfire and only partially blocks the view between you and the other sneaker. Using traditional rules, this situation is *incredibly* complex to resolve. You basically have to roll for each comparison, and the fact that the GM asks you to roll three times will hint to the player that there are three things that might spot him. With a subtraction system, the modifiers all simply roll into the subtraction. The player simply rolls his hide/sneak/whatever and tells the GM how much he made it by. The GM then applies that as a modifier to each group trying to spot the player, adding additional minuses based on terrain and whatnot. Once you adopt the idea that degree of success can be equated to a skill modifier for an opposed roll, this makes gaming incredibly simple. It also means you can use the same mechanism for non-opposed skill rolls as well. If a player is trying to pick a lock, he may not know how difficult it is. But if he just rolls and tells the GM how much he made it by, the GM simply determines if that number is greater then the difficulty of the lock and is done. Another advantage is that the player doesn't need to know he's making an opposed roll at all. Let's say a character is walking down a hall. You ask the player to make a spot roll. He does and as normal reports the amount he made it by. At the point, the player has no idea why he's rolling. Is there a trap? Someone sneaking up on him? Maybe just a GM making him nervous? He doesn't know. And as long as the mechanism used for opposed and non-opposed rolls are the same (to the player anyway), he wont ever know. And that's a good thing...
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BTW - the PDF link doesn't seem to work. No worries, I think I've got the gist, but just FYI I'm getting a dodgy file error when I try to open it. Cheers, Sarah |
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Clicking the link works for me - it's:
http://mrqwiki.com/wiki/images/c/c0/...Rules_v2.4.pdf The full text of the link being mrqwiki.com/wiki/images/c/c0/Opposed_Roll_Combat_Rules_v2.4.pdf |
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Hi Sarah
If French is your native language, then a wonderful guy called "Arasmo" (on the Mongoose & Scriptorium forums, I don't know if he's present here) has just completed a full translation of the rules, and added some artwork too! Le Scriptorium - REGLES OPTIONNELLES POUR RUNEQUEST It looks and reads much better than my original... if you can read French of course!
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Thanks very much! Actually, English is my native language, though I do speak French, so I'll take a look anyway! ![]() French BRP has always been interesting for some of the different accents it highlights in the game. Hawkmoon in particular is very big over here, with a large number of excellent supplements, and there have been some interesting articles in Tatou magazine on Glorantha - in particular a very good map and description of Boldhome - and some stuff on the web on Esrolia and the Building Wall which I use regularly - although I must admit in the very rural area of Normandy where I live it's hard to find a decent games' store! Cheers, Sarah |
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but, but...that's too easy! It doesn't demonstrate how smart I am and how much better I feel when I win an OPPOSED ROLL, the greatest game innovation since, since games were invented!
![]() ![]() ![]() ...and you don't need to learn the rules to play; just do it wrong once or twice and then start looking for FIXES, 'cause you don't want to do attack/parries ALL DAY!!! ![]() ![]() ![]()
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Another way I've handled the classic sneak vs. scan roll is as follows:
Sneaker rolls against skill. A success means that the sneaker succeeds so long as nobody is actively looking for them. Somebody standing there passively gets no roll to detect the sneaker. (Note: a stationed alert guard would be considered actively looking in this case, whereas a half asleep guard wouldn't be.) Someone actively watching, gets a normal scan roll and if they succeed, they spot the sneaker. So, in this case, the sneaker's level of success sets up the playing field that scanner has to act against. I still use levels of success here. A special sneak requires a special scan to notice, and the same for criticals. I just use my best judgment on who rolls first here. For sneak vs. scan, I'd always make the sneaker roll first. On other skills, I'd have to decide on a case-to-case basis what ever made the most sense for the situation at hand. |
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