w byrd:
I am following the discussion, and from the sound of it you have a fairly stable method worked out. I'll admit to a knee jerk reaction to dice pool systems. Usually to the fist full of dice syndrome....HOWEVER it seems like the numbers you are working with wont exceed ten or twelve at worst.
The dice pool will never exceed 5 dice under any circumstances. That would imply an attribute of 6.
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Perhaps one method of dealing with success/botches is to set it up so that 1s increase the effect of the attack.
I suggested a "1=crit hit rule" in my last post.
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Such as a single one maxes rolled damage,2 ones doubles damage, and three ones triples damage all 1s deliver triple damage and knock the target down.
What's this rolled damage business?
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sixes cancel any bonus from ones,
They do this but
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and reduce damage on successful hits...
They cause unsuccessful hits instead. I don't like reducing damage in general, and anything that makes a normal failure worse, just by the sheer presence of a single six bothers me. The way it is set up, after ones and 6s mitigate each other, critical failures only occur with 2 remaining sixes. Thus sixes must almost always be in the majority for a critical failure.
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one six without a one, minimum damage, 2 sixes without ones off balance, 3 sixes off balance and loss of next combat round. all sixes loss of next round( defense actions or movement only), knocked down, and loss of next combat action ( the character can not defend or stand up)
I originally started out flat out saying "nope". Partly because damage is only varied with application of different multipliers, but also for reasons I already stated. Secondly, heroes in Fable are so special they don't go off balance without an adversary having taken them off balance. It just doesn't happen. Same goes for being knocked down.
Enemies in Fable do tend to take cheap shots however, and have obnoxious footwork, so cheap shots and side step results are just the sort of thing to add flavor to any fable game, but they aren't the result of any thing the Hero does. Here's what I've come up with:
1) Sidestep: The opponent easily evades your blow, and you take a swipe out of air.
2) Trip: The opponent sticks a foot out as they evade your blow, and you stumble. I considered having that affect defense until the next turn, but that depends on response to my previous defense options.
3) Bury the Hatchet: Your weapon digs into the ground where your opponent was, and you miss a turn.
4) En Passant: Your opponent does a neat little spin with his sidestep, and now you've got a nice wound across your back to show for it. No defense for that particular hit, but you don't take further penalty.
5) Knocked Down: Your turn is over, and you spend your next one getting back up.
If I could come up with 1 more, I'd make it an official 1d6 chart. Mainly because I'm kind of leery about attaching it to the number of sixes.
Unrelated to Rules:I've always wanted to take a fan map, something like this:
http://www.independentcreator....739_d40e9cc867_b.jpg and put all the towns from all 3 main games. So you'd have Oakvale, Oakfield, Bowerstone, Brightwall, Brightwood, Rookridge, Bloodstone, etc. Or at least a map that consolidates the three continuities geographically.
This message was last edited by the player at 01:18, Wed 22 Oct 2014.