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  #51 (permalink)  
Old January 11th, 2008
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Originally Posted by Sven Norén View Post
What I would do is ask for a straight roll from the sneaker. If he fails he can be spotted by anyone looking in the right direction. If he succeds it takes a succesful Spot roll to spot him, and if he scores a critical success it takes a critical Spot to discover him.
The problem with this system, as I believe several people have mentioned, is that it places huge weight on whomever the GM has arbitrarily decided is the "defender". Basically, if the defender succeeds, he succeeds, and the attackers roll and skill doesn't much matter. I could have a 200% hide, but if the defender rolls under his 25% skill, he spotted me no matter what.

Now that might be ok, but isn't really a good "opposed roll" system IMO.

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If you want skill levels over 100% to make a difference, then borrow from the (optional?) combat rules: Any attack percentage over 100% acts as a penalty to parry, such as if you attack with a skill of 120% then the defender gets a -20% penalty to his parry skill.
Yeah. This is still basically the same as "subtract roll from skill" method. If you have to do subtraction anyway, why not just do it once? Obviously, if you never allow skills over 100 in your game, the simpler "success-level, then high roll within tied success level" method works great. Once you have skills over 100%, you end up having to do some subtraction.

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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  #52 (permalink)  
Old January 12th, 2008
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Originally Posted by Pete Nash View Post
Effectively yes, whomever wins the opposed roll gains the advantage... But this is my own personal way of doing things. I like opposed rolls so much, I even wrote my own set of combat house-rules based on them, which can be found at the following link if you're interested. Unfortunately they are designed for use with MRQ rather than BRP, but the core opposed roll mechanic will translate cleanly between both systems.

http://mrqwiki.com/wiki/images/c/c0/...Rules_v2.4.pdf

They resolve the SB5 type combat deadlocks very effectively, and give a significant advantage to the higher skilled combatant, even when skills reach the hundreds.
Thanks for the clarification - I'm going to have a serious think about this and see how it can gel with the main BRP rules. At first glance it sounds very useful indeed.

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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  #53 (permalink)  
Old January 12th, 2008
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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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  #54 (permalink)  
Old January 12th, 2008
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Got it this time - maybe my French PC was freaking out or something!

Thanks,

Sarah
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  #55 (permalink)  
Old January 12th, 2008
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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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  #56 (permalink)  
Old January 12th, 2008
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Originally Posted by Pete Nash View Post
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!
Hi Pete,

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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  #57 (permalink)  
Old January 12th, 2008
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Originally Posted by Gnarsh View Post
... Basically, if the defender succeeds, he succeeds, and the attackers roll and skill doesn't much matter. I could have a 200% hide, but if the defender rolls under his 25% skill, he spotted me no matter what.
...
This is still basically the same as "subtract roll from skill" method. If you have to do subtraction anyway, why not just do it once?
I do it only once; When the contest starts. If you have a 200% Hide skill anyone looking for you would do so at a penalty of -100% from their skill, so that poor sod with 25% Spot would have to roll 5 or less to see you ('cos 5 or lower is always a sucess).

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The big advantage to this method is that as a GM, it allows you to resolve multiple things at one time. ... 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 the "no opposed rolls" method the sneaker would roll once, to see if he manages to sneak at all. The GM then roll for the NPC:s (with appropriate modifiers) to see if they notice him. And maybe a couple of extra rolls, just to keep players on their toes.
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  #58 (permalink)  
Old January 13th, 2008
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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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  #59 (permalink)  
Old January 13th, 2008
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Quote:
Originally Posted by Sven Norén View Post
I do it only once; When the contest starts. If you have a 200% Hide skill anyone looking for you would do so at a penalty of -100% from their skill, so that poor sod with 25% Spot would have to roll 5 or less to see you ('cos 5 or lower is always a sucess).
What if both sneaker and spotter have 200%? Who subtracts what? If the sneaker rolls first then subtracts 100% from the spotter, the spotter will still have a 100% chance to spot him (or 95% chance). But if the spotter rolls first the sneaker will have the 100% chance to sneak past.

What happens if they both have 100%? The sneaker may always make his sneak, but the spotter is always going to spot him regardless of whether he makes it or not. Or if the sneaker has to fail a roll for the spotter to spot him the spotter will almost never get a chance, even if he has 1000%.
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  #60 (permalink)  
Old January 13th, 2008
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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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