Post by Yuko Sayre on Dec 22, 2015 7:06:21 GMT
I know I said I didn't know when I'd get around to this and I'm still not back. Falling out with people I live with has kinda forced my hand, but I figured since this has to do directly with the system I might as well try to get around to it sooner rather than later. I was thinking on some extra rules for exactly what the title says, nothing fancy. Since all, non-combat, rolls are made with 3d6 I was thinking if all 3 come up as a 1 that its a Critical Failure, likewise if they all land on 6 its an automatic Critical Success regardless of the total score or what the TN was.
I also wanna talk about including Crit Successes and Failures in combat, but for the moment I want to address Challenges. As it stands the only other tabletop I've finished I was involved in an Evangelion Tabletop an that system had what was known as a Challenge. Challenges were basically tasks that were more difficult and deserved more than a singular roll on them, or multiple rolls. Given the system here, I would suggest a TN higher than the set standards. What exactly will be up to the GM and of course how many rolls are involved. Examples could be hacking into an entire Organizations databanks without being noticed. Or your group is given an ancient tablet with Digicode on it so old not even the Digimon know it. Now for Eva, it was meant to be at the start of a session, and both of those work for that, but you could also do something like your Digimon has to lift a giant pillar for an immediate one (not that the others can't be on the spot.) Anyway, just something to consider.
Onto Crit Success and Failures in battle. I had considered something like counting the success and failures (failure being a 1 or 2) and using that, but that seems.....like a lot of work. So I was thinking about something else. Recently one of my friends was thinking about a Star Wars Tabletop. As luck would have it, they dug up the old rulebook and it has a very interesting way of doing it and is actually what I would like to suggest (modded slightly). In Star Wars, an extra wild die is used in every roll, but what I would suggest for this is use 1 Motivation per time you want to use it. (I was debating a limit depending on how this works.) This would provide you with one extra die, rolled separately from the rest of the dice. Just for the sake of it actually doing something lets say 1-3 is a Crit Fail 4-6 is a Crit Success. (Or you could do the normal 1-2 Crit Fail or 5-6 Crit Success. Of course this would leave 3-4 as a bust not really doing anything.) Now, heres where multiple ideas come into play. You could have it do one set thing, like x2 damage or the attack accidentally hits an ally instead ORRRRRR you could have it randomize and do special things. Like it brings down a barrier the players couldn't get over or create a landslide to wipe out some of the smaller Digimon in a Boss Rush.
I also wanna talk about including Crit Successes and Failures in combat, but for the moment I want to address Challenges. As it stands the only other tabletop I've finished I was involved in an Evangelion Tabletop an that system had what was known as a Challenge. Challenges were basically tasks that were more difficult and deserved more than a singular roll on them, or multiple rolls. Given the system here, I would suggest a TN higher than the set standards. What exactly will be up to the GM and of course how many rolls are involved. Examples could be hacking into an entire Organizations databanks without being noticed. Or your group is given an ancient tablet with Digicode on it so old not even the Digimon know it. Now for Eva, it was meant to be at the start of a session, and both of those work for that, but you could also do something like your Digimon has to lift a giant pillar for an immediate one (not that the others can't be on the spot.) Anyway, just something to consider.
Onto Crit Success and Failures in battle. I had considered something like counting the success and failures (failure being a 1 or 2) and using that, but that seems.....like a lot of work. So I was thinking about something else. Recently one of my friends was thinking about a Star Wars Tabletop. As luck would have it, they dug up the old rulebook and it has a very interesting way of doing it and is actually what I would like to suggest (modded slightly). In Star Wars, an extra wild die is used in every roll, but what I would suggest for this is use 1 Motivation per time you want to use it. (I was debating a limit depending on how this works.) This would provide you with one extra die, rolled separately from the rest of the dice. Just for the sake of it actually doing something lets say 1-3 is a Crit Fail 4-6 is a Crit Success. (Or you could do the normal 1-2 Crit Fail or 5-6 Crit Success. Of course this would leave 3-4 as a bust not really doing anything.) Now, heres where multiple ideas come into play. You could have it do one set thing, like x2 damage or the attack accidentally hits an ally instead ORRRRRR you could have it randomize and do special things. Like it brings down a barrier the players couldn't get over or create a landslide to wipe out some of the smaller Digimon in a Boss Rush.