Alternative unopposed tests
Alternative unopposed tests
The sourcebook's alternative rules suggest that instead of rolling under skill, you add the die roll to your skill to beat a score. The book suggests a default of 15, but if you want the probabilities to be the same, then it should be 14 (e.g. if your skill is 7, you have to roll a 7 or more which has the same probability as rolling a 7 or less. If you skill is 12, the only way of failing is rolling a 2, which has a same probability as rolling a 12).
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A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.
A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.
Re: Alternative unopposed tests
Thanks for that correction Slloyd14.
I really like the target number system. Mainly for consistency sake. Since you roll 2 dice and try to roll high for opposed actions then you might as well do the same for unopposed.
I still roll two dice under skill out of habit.
I really like the target number system. Mainly for consistency sake. Since you roll 2 dice and try to roll high for opposed actions then you might as well do the same for unopposed.
I still roll two dice under skill out of habit.
Re: Alternative unopposed tests
This is the way we always played it too (haven't played for a little while now), and we dropped the target number to 14 as well, we like consistency!
We even went the next step and applied this to Luck as well (even Fear which we introduced). You roll your 2d6 + Luck and if it gets to 14 or more, you're lucky!
Fear was something we adopted from the House of Hell (was that the one?) only to make it consistent again, instead of adding Fear points, people had the initial value of 12 and whenever something fearful happened, you lost 1 point, so it works a lot like Luck.
So for us, there is only one dice mechanic (2d6 + whatever) and high for all stats is best.
We even went the next step and applied this to Luck as well (even Fear which we introduced). You roll your 2d6 + Luck and if it gets to 14 or more, you're lucky!
Fear was something we adopted from the House of Hell (was that the one?) only to make it consistent again, instead of adding Fear points, people had the initial value of 12 and whenever something fearful happened, you lost 1 point, so it works a lot like Luck.
So for us, there is only one dice mechanic (2d6 + whatever) and high for all stats is best.
Re: Alternative unopposed tests
I think habit is the main reason it's still roll under for unopposed tests, but as high as possible for opposed tests.darksoul wrote:Thanks for that correction Slloyd14.
I really like the target number system. Mainly for consistency sake. Since you roll 2 dice and try to roll high for opposed actions then you might as well do the same for unopposed.
I still roll two dice under skill out of habit.
http://virtualfantasies.blogspot.com/
A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.
A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.
Re: Alternative unopposed tests
The mentioned optional rule for unopposed test is my favourite choice as well.
I'm the real Nowhere man, sitting in my Nowhere land, making all my Nowhere plans for Nobody.
Re: Alternative unopposed tests
I just GMed my first game and it was a blast!
But I am considering using th ealternative unopposed test too, but why does the rulebook recommend sticking to the roll under medchanic for luck rolls?
But I am considering using th ealternative unopposed test too, but why does the rulebook recommend sticking to the roll under medchanic for luck rolls?
Re: Alternative unopposed tests
because Luck rolls do not have special skill additions to them or, typically, modifiers at all
Re: Alternative unopposed tests
I use the alternate "roll as high as possible" for all tests, including LUCK tests. I was introducing a whole group of new players and it was much easier to just be consistent.
As you say, it's the same odds. So I'm not sure why that's suggested to stay as roll under - I hadn't realised that was the suggestion until you brought it up.
Maybe if you wanted to make LUCK tests stand out somehow you'd stick with the different method? I'm not sure.
As you say, it's the same odds. So I'm not sure why that's suggested to stay as roll under - I hadn't realised that was the suggestion until you brought it up.
Maybe if you wanted to make LUCK tests stand out somehow you'd stick with the different method? I'm not sure.
Re: Alternative unopposed tests
Okay, thanks. Ill stick to roll high on all rolls against 14 or another target number the GM chooses.Chompy wrote: ↑Sat Jan 23, 2021 7:38 amI use the alternate "roll as high as possible" for all tests, including LUCK tests. I was introducing a whole group of new players and it was much easier to just be consistent.
As you say, it's the same odds. So I'm not sure why that's suggested to stay as roll under - I hadn't realised that was the suggestion until you brought it up.
Maybe if you wanted to make LUCK tests stand out somehow you'd stick with the different method? I'm not sure.