Very Hot Topic (More than 25 Replies) Saving Throws vs HIGH stats (Read 34635 times)
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Saving Throws vs HIGH stats
Mar 13th, 2013 at 8:26am
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So I have been giving this some thought. Far more than the topic deserves, but I'm totally OC (not really a disorder). At any rate, here are my thoughts on the matter.

V&V is a game about Comic book super-heroes battling super-villains, and before a conversation an the topic can be started we all have to have that foremost in our minds. Crazy stuff happens in comic books. We don't normally think that Batman would trip over his own feet, or that Superman would catch "that bug that's going around". Yes, Batman might trip, and Superman might call in sick one day, but not from mundane causes. So we really need to have that in mind when discussing such matters in V&V.

A lot has been written here on the very topic that it seem unfair that a character with an Endurance of 60 has the same 5% chance of catching some disease as a character with an endurance of 19.

The V&V 2nd edition rules point out that saving throws may be made vs either 1d20 or 1d100. 1d100 is nice for more-powerful characters, but is pretty harsh for guys with stats under 50. 1d20 is great for lower-powerd characters, but becomes a stumbling block once a stat exceeds 19.

The legacy adventure 2024 "The Secret in the Swamp" used Stat x3 vs 1d100, which works well enough for stats up to about 33ish.

The new-era Adventure "Final Fight with the Furies" introduces a new twist. It uses a little more math (and includes a well-made table), but then V&V players love math anyway, so that's not so harsh.

And, of course, I have taken a whack at the issue here: http://www.villainsandvigilantesforum.com/public_html/cgi-bin/yabb2/YaBB.pl?num=...

Not one of these solutions is perfect. Some GMs and players may love one but really dislike another, although they are attempts to solve very the same issue. So, what to do?

The first thing we must understand is that V&V requires a good GM. Some games don't require much at all from a GM - Battletech is a great example of such a game. For the most part, however, every Super-Hero RPG requires a good GM. I've looked into this. I've played other systems. They all require a good GM, and V&V is still the best, even with its flaws. That being said, it's really the GM's call on when to make a player perform a saving throw for his/her character.

As a contributor, I understand the desire on the part of many to fix this issue. But as a GM, I want it left alone because it gives me a lot of flexibility. Sometimes I make really powerful characters roll vs a Stat "just because". Sometimes I think there is some justification for making the character roll a save, and I'm seeing the 5% failure chance as a way to break up the monotony of games filled with Supermen. And sometimes I make everyone roll for a very sound reason, but if the guy with an AGL of 198 fails on a roll of 20, I just have something embarrassing happen to him (or even allow him to make a second save vs the same stat and only have bad things happen if he rolls two "20"s in a row - 1:1,600400 chance).

Also, as a contributor, I'm not really permitted to discuss what I feel is the best solution here in an open forum.

There are, of course, as many solutions as there are GMs, and whatever solution works best for you is the right one. But keep something in mind, when the rules get in the way of the story - toss the rules, run with the story.
« Last Edit: Mar 31st, 2013 at 8:41pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #1 - Mar 13th, 2013 at 8:59am
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LOL..yeah...

When a rule gets in the way of story...change it or ignore as needed...STORY.. is king!
  

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Re: Saving Throws vs HIGH stats
Reply #2 - Mar 13th, 2013 at 9:14am
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Lol me and TB agree 100%. I'd rather "role" play than "roll" play and day of the week. It's a lazy GM that any have fun with the fact Supes rolled 03 on the die and then find a fun way to make it part of his story. Use what works for you and chuck what doesn't. All analogies breakdown at some point so do rules that simulate a physically impossible universe. Have fun
  

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Re: Saving Throws vs HIGH stats
Reply #3 - Mar 15th, 2013 at 10:53pm
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Ranger wrote on Mar 13th, 2013 at 9:14am:
I'd rather "role" play than "roll" play and day of the week.


Nailed it!
  
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Re: Saving Throws vs HIGH stats
Reply #4 - Mar 15th, 2013 at 10:59pm
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Display Name wrote on Mar 15th, 2013 at 10:53pm:
Ranger wrote on Mar 13th, 2013 at 9:14am:
I'd rather "role" play than "roll" play and day of the week.


Nailed it!


Agreed. - very insightful, Ranger.
  

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Re: Saving Throws vs HIGH stats
Reply #5 - Mar 16th, 2013 at 1:53pm
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Now then... We have partly settled the matter of saves vs really high stats - that being said, if anyone has another thought on the matter, by all means post that sucker in here. But I'm gonna drift on this one a little - hope you can forgive the indulgence.

A long time ago, a guy named Gary Gygax wrote a book about Role-playing. In it he mentions that many players and GM's have the rules committed to memory, and fully understand each rule, but that they fail to see how all the rules work together to form a complete game system.

In the real world, I know how a hydraulic pump works, I know what flaps do, but unless I can put the system together, I can't "see" how flaps actually function. And how a problem with one can cause a problem with the other (it gets even better when we delve into wing de-ice and cabin pressurization systems).

I believe that the normal tendency to see how one aspect of the rules works, without seeing how it fully effects the game is partly at the heart of some player's issues with the 5% auto fail/succeed on saving throws. Remember that for every "higher" stat, your character gets some kind of benefit (Accuracy, damage, healing rate, HP, power, movement, Inventing %,  etc...). These many benefits tend to balance the 1:20 / 5:100 chance of failing a saving throw. When we add modifiers to saving throws, it gets even more "interesting". Let's say that there is a REALLY complex techno-thing on a wall that must be calibrated... Well, it's really hard, so there is a -20 modifier on the saving throw VS INT. A character with an INT of 20, has a 5% chance of succeeding, which is not so great, but another character with an INT of 40 still has a 95% of calibrating the really complex techno-thing. Sure without modifiers the two characters have the same odds of success, but even smart guys have "bone head" moments (turns out Stephen Hawking had one - and it was published). And hey, we've all seen Olympic athletes fail, fall, miss, and generally screw up (like the boxer who forgot to set his alarm clock and missed his bout!) - and that event is what they have dedicated their LIVES to - why shouldn't a Vigilante have a stupid/clumsy/weak moment?

But wait! there's more!

In order to give "unpowered" characters a chance at making a save, there is always a 5% chance that (no matter the real odds) a character will make a saving throw. Most of us see that as almost negligible, but we also see the same odds of failing as a problem. If saving throws were all we used our stats for, I would agree - it's an issue. But our characters' stats effect so many things beyond simple saves. If we, as Ranger said, "ROLL" play, instead of "ROLE" play, the issues we see due to isolation of one rule from the game as a whole only multiply, and the game begins to fall apart, or become a different system, and if you really want to play Mutants & Masterminds or Icons, then play those, but don't call these games V&V.

It is my opinion that the 5% rule on saves is a role-playing mechanism that keeps game play interesting. After all, how interesting is an adventure when you know your character will never fail an AGL or INT save, and cannot be harmed by non-god-level weapons? Yawn... Theodore Roosevelt made a great speech about failure. In it he says that what makes a great man "great" is not that he never fails, but that he never stops trying. A hero who never fails is a god - not all that interesting to play. What is far more interesting (and makes for better story-telling and therefore gaming sessions) is overcoming failures or stumbling blocks. This is common in comic books, novels, TV, movies - it should also be in our games. That 5% failure/success almost forces the GM to tell a better story.

These as just my thoughts on the matter. As always I welcome ya'll's thoughts as well.

« Last Edit: Mar 16th, 2013 at 1:54pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #6 - Mar 16th, 2013 at 4:25pm
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  Personally I enjoy some of the outcomes of a critical fumble. Whether it be a 20 or a 96+. Hell I seem to have made it an Art form lately with some of my characters rolls.

  It depends on what the GM does with it and John has come up with some really good story lines after I screw up a roll.

  Critical hits have a good effect of course also but a double damage Power Blast is short term though exciting at the time and can obviously change an outcome or at least the time it took to take out the Baddies. Also John created the rule where if you hit by more than 10 points of what you needed it becomes so devastating that the receiver of the hit cannot even roll with it. Solid Hit Rule. I think that rule separates the High powered and street level character enough also.

  A character with a 35 Agility really should catch the falling baby most of the time and I also understand the question of why should the character with a 21 Agility be treated the same as the character with a 35 Agility.

I don't think that the higher Agility character should be punished but a simple solution may be to let them roll the difference that is left over after the 20 for example.

Dr Agile has a 35 Agility and rolls a 20 for his Agility save. OK normally that is a failure for anyone. Give him another roll. If he rolls 1-14 he saves and catches said falling Baby. If he rolls a 15-20 it is still a critical failure.

  Like I said. I like the Criticals but I think this is the simplest option for someone with a very high score and still leaves room for error though greatly lessened, which is well deserved since the score is so high. It could still be combined with difficulty of task also.

  I'll just keep rolling my 20's and 96's and enjoy what happens, I hope.  Smiley

« Last Edit: Mar 16th, 2013 at 4:26pm by THE ONI »  
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Re: Saving Throws vs HIGH stats
Reply #7 - Mar 19th, 2013 at 12:42pm
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I roll vs d20 or d100 for everything.   Not everything needs to be so complicated.

If you have an agilty of 20 you will only fail to miss a catch on a 20.   Same if you have  a 89 aglitity.   Big Deal!

Its just catching something.


But to figure out something, say an encrypted computer code designed by  Joe Normal,  save Id20, IF you know something about computer programing.  D100 if you do not.   

But if you want to figure out an encrypted computer code by Joe Genius, then I would slap -10 penalty on you I for purposes of that roll.   So A 20 Int becomes a 10 and so on.
Now all your super stats mean something!

So if its an unchallenged stat roll,  once you hit 21 or so, you are super.  You are SUPPOSED to succeed.

The high stats come in when its a challenged die roll.

So when you are engaged in a game of wits with Joe Genius,  you better have a high Int score to deal with his Int score or you are not going to make it,  35 intelligence or not!

Does this make sense?
  

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Re: Saving Throws vs HIGH stats
Reply #8 - Mar 19th, 2013 at 12:55pm
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I have no idea what you just said, my I is a 4.

Sad
  

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Re: Saving Throws vs HIGH stats
Reply #9 - Mar 19th, 2013 at 1:36pm
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It makes sense to me, and I think I agree with most of what has been said recently.  The 5% chance of failure represents the opportunity for the GM to come up with something fun and interesting; a complication which adds to the story!

I love the "Wild Die" mechanic in d6 Star Wars, and it comes up even more often (1 out of 6 times!)  Sometimes the GM just lets things roll, but in others that "1" rolled means the chance to have something interesting happen (think of when Han Solo sneaks up on the Stormtrooper in "Return of the Jedi" and steps on a twig, which cracks under his boot and alerts the bad guy of his ambush).  Cool
  
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Re: Saving Throws vs HIGH stats
Reply #10 - Mar 19th, 2013 at 1:40pm
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Paul wrote on Mar 19th, 2013 at 12:55pm:
I have no idea what you just said, my I is a 4.

Sad

. . . or my normal response of "Duh, ummm ... what was my target number again!" Wink
  

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Re: Saving Throws vs HIGH stats
Reply #11 - Mar 19th, 2013 at 1:48pm
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JOHN, you make perfect sense.

Not to go over-nerd here, but
"Sokath, his eyes uncovered!"


John, you make perfect sense - that is the way I have been playing the game for decades. No need for added math or tables. You just slap on modifiers (based upon the combat rules). SO... You have a AGL of 90 (why not?) On a -70 modifier you STILL have a 95% chance of success! You are... SUPER!

A few people are worked up over this, thinking it has to be fixed. But if you had to roll a 1 on d20 to succeed you would be like "There's no way! I'm hosed! This game sucks!". But that same 1:20 chance seems totally unacceptable when<edit> it is the chance of failure for a high-stat character.</edit>

John wrote on Mar 19th, 2013 at 12:42pm:
So when you are engaged in a game of wits with Joe Genius,  you better have a high Int score to deal with his Int score or you are not going to make it,  35 intelligence or not!


EZZAKLY!

As an alternate if two guys are having a straight up "STAT OFF", you just roll like initiative - 1d10+STAT
« Last Edit: Mar 27th, 2013 at 12:02pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #12 - Mar 26th, 2013 at 5:39pm
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Here is a simple solution for characters with stats over 20 (in regard to a d20 save).

Roll d20.  If you roll a 20, roll again and add, then continue if you roll a 20 again, up to the point that you either stop rolling 20s, or surpass the character's stat.  If you have to stop before you hit the stat, the character succeeds, even if they rolled 3 20's and a 2, but their stat is 63.

Example:  Chupacadabra has an Intelligence of 44.  He is trying to figure out a puzzle.  He makes a d20 save.  He rolls a 20. Then he rolls another d20, getting a 17.  He succeeded at the task because his total is 37, which is less than 44.

Easy, simple, and just a couple of possible extra die rolls.  Rewards high stats, doesn't penalize low stats.
  
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Re: Saving Throws vs HIGH stats
Reply #13 - Mar 26th, 2013 at 5:45pm
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As a matter of fact, I just made that my permanent house rule.
  
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Re: Saving Throws vs HIGH stats
Reply #14 - Mar 27th, 2013 at 12:00pm
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Okay - so you have a 95% chance of success on that first roll - totally consistent with ye olde rules.
Then you have another 95% chance of success on the second d20 roll - still okay.
Then on the third roll you have a 20% chance of success (assuming Chupacadabra [very nice] has a STAT of 44)

Let's face it, he's probably never going to have to roll the third d20. AND, lower stat characters still get their 5% (at least) chance to succeed.

So - not a bad method.

Cool.
« Last Edit: Mar 27th, 2013 at 12:01pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #15 - Mar 27th, 2013 at 2:44pm
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Yeah, I like the simplicity and elegance of this method.  Cool
  
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Re: Saving Throws vs HIGH stats
Reply #16 - Mar 27th, 2013 at 4:12pm
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Hmmm... This is not a bad ruling actually!  I think I'll ask my players what they think of it.  Thanks! Smiley
  

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Re: Saving Throws vs HIGH stats
Reply #17 - Mar 27th, 2013 at 5:02pm
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Majestic wrote on Mar 27th, 2013 at 2:44pm:
Yeah, I like the simplicity and elegance of this method.  Cool

Agreed ... not that I mind math , but simple is gooood Smiley
  

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Re: Saving Throws vs HIGH stats
Reply #18 - Mar 27th, 2013 at 5:09pm
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I am using a slightly altered variant of Jeff Dee's Saves & Tasks system that I found a link for a while ago. It does seem to make a difference, especially when you add in difficulty modifiers.
  
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Re: Saving Throws vs HIGH stats
Reply #19 - Mar 27th, 2013 at 5:40pm
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Easy enough to add modifiers to this.  Just add the modifier to the Stat and try to roll equal to or under.
  
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Re: Saving Throws vs HIGH stats
Reply #20 - Apr 8th, 2013 at 4:50pm
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As an aside, I did spot another instance of rolling d100 vs Stat x3. the first one is in "Secret in the Swamp" and is Agility based, the other is in "Pentacle Plot" (page 7) and is INT based.

Just nice to know Statx3 vs d100 was used more than once. It also lend some credence to the notion that it is a "real" method for rolling saves, even if it only really works up to a stat of 31.

Easy Save: Stat vs d20
Medium Save: Statx3 vs d100
Hard Save: Stat vs d100

Now... where did I put my medication...
  

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Re: Saving Throws vs HIGH stats
Reply #21 - Apr 8th, 2013 at 8:22pm
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Ironnerd wrote on Apr 8th, 2013 at 4:50pm:
As an aside, I did spot another instance of rolling d100 vs Stat x3. the first one is in "Secret in the Swamp" and is Agility based, the other is in "Pentacle Plot" (page 7) and is INT based.

Just nice to know Statx3 vs d100 was used more than once. It also lend some credence to the notion that it is a "real" method for rolling saves, even if it only really works up to a stat of 31.

Easy Save: Stat vs d20
Medium Save: Statx3 vs d100
Hard Save: Stat vs d100

Now... where did I put my medication...


Super-Hard Save: Stat vs 2d100

  
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Re: Saving Throws vs HIGH stats
Reply #22 - Apr 8th, 2013 at 8:49pm
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Ironnerd wrote on Apr 8th, 2013 at 4:50pm:
As an aside, I did spot another instance of rolling d100 vs Stat x3. the first one is in "Secret in the Swamp" and is Agility based, the other is in "Pentacle Plot" (page 7) and is INT based.

Just nice to know Statx3 vs d100 was used more than once. It also lend some credence to the notion that it is a "real" method for rolling saves, even if it only really works up to a stat of 31.

Easy Save: Stat vs d20
Medium Save: Statx3 vs d100
Hard Save: Stat vs d100

Now... where did I put my medication...



Super-Easy Save: Stat vs. 1d6
  
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Re: Saving Throws vs HIGH stats
Reply #23 - Apr 8th, 2013 at 9:27pm
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Polarboy! You GENIUS!!!!

IT'S SO SIMPLE

Die rolls vs AGL for various tasks:

<edit>
Difficulty       Saving Throw    Example (AGL based)
No Brainer       Stat vs 1d4      Chewing Gum
Very Simple      Stat vs 1d6      Tying Shoes
Simple           Stat vs 1d8      Jumping Rope
Normal           Stat vs 1d10      Running down stairs
Challenging      Stat vs 1d12      Skateboarding
Hard             Stat vs 1d20      Olympic Gymnastics
Really hard      Stat x 3 vs d100      Hollywood action movie stunts (as seen on the screen, not as filmed)
Basically Impossible     Stat vs 1d100      Kung-Fu Movie acrobatics
Entirely Impossible      Stat vs 2d100      Any stunt on Kick Buttowski.

</edit>
(To see what I originally posted, see Polarboy's post - when I'm wrong, I'm wrong, and I'll do what I can to fix it, not make dumb excuses)

BOOM! Greatest saving rule EVER! Complete with benchmarks and (almost) NO MATH... BA-ZING!

whoa... the colors...

Oh! wowww.... maaannnn... good nyborg.
« Last Edit: Apr 9th, 2013 at 8:07am by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #24 - Apr 8th, 2013 at 9:48pm
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Ironnerd wrote on Apr 8th, 2013 at 9:27pm:
Polarboy! You GENIUS!!!!

IT'S SO SIMPLE

Die rolls vs AGL for various tasks:

Walking and chewing gum: 1d6
Catching a pop-fly: 1d8
Catching a screaming line drive : 1d10
Catching a ferret with bare hands 1d12
Catching a fish with bare hands: 1d20
Catching a bird with bare hands: 1d100 vs AGLx3
Catching a bat with bare hands: 1d100
Catching a bat while wearing oven mits and high heals: 2d100

BOOM! Greatest saving rule EVER! Complete with benchmarks and NO MATH... BA-ZING!

whoa... the colors...

Oh! wowww.... maaannnn... good nyborg.


In my book, catching an animal is an attack roll, not a stat-based saving throw.

Perhaps you are using the optional rules that AK/JB developed. That, of course, is your choice.
  
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Re: Saving Throws vs HIGH stats
Reply #25 - Apr 8th, 2013 at 10:03pm
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I blame the NYBORG!

okay... sooo...

Saves vs AGL:
Walking and chewing gum: 1d4
Playing Hop-scotch: 1d6
Walking a straight line for Officer Pulaski: 1d8
Walking a straight line after a few adult beverages: 1d10
Walking a tight rope: 1d12
Dodging a hwacha barrage: 1d20
Performing any stunt from Kick Buttowski: 1d100
Avoiding damage from an exploding bomb: 2d100

Of course a "1" is a success, while a max roll on d4 - d20 is a fail (95-00 on d100, and 90-00 on d200).

Better?

Ba-ZING! Improved Best saving roll system ever!


« Last Edit: Apr 8th, 2013 at 10:14pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #26 - Apr 8th, 2013 at 10:11pm
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Ironnerd wrote on Apr 8th, 2013 at 10:03pm:
I blame the NYBORG!

okay... sooo...

Saves vs AGL:
Walking and chewing gum: 1d4
Playing Hop-scotch: 1d6
Walking a straight line for Officer Pulaski: 1d8
Walking a straight line after a few adult beverages: 1d10
Walking a tight rope: 1d12
Riding a bicycle along a tight rope: 1d20
Performing any stunt from Kick Buttowski: 1d100
Avoiding damage from an exploding bomb: 2d100


Exploding bombs make attack rolls in the V&V rulebook. You must be using AK/JB's optional rules on that one.
  
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Re: Saving Throws vs HIGH stats
Reply #27 - Apr 8th, 2013 at 10:15pm
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Guilty. I told him I would at least try it.

Did a slightly better job in the edit of reply #23.

Like I've said before, when I see Polarboy has replied to one of my posts I think "$#@&! I screwed something up!"
« Last Edit: Apr 9th, 2013 at 7:57am by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #28 - Apr 9th, 2013 at 4:49pm
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Clarification on the above:

Just so you'se guys know, that whole different dice representing different difficulty levels for making a save was tongue-in-cheek. Using all those dice might kinda fun for a game or two, but would rapidly spiral out of control.

Also, as Polarboy indicated, even when I'm just joking around, I need to be accurate - thus the corrections.

LATER  Smiley
  

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Re: Saving Throws vs HIGH stats
Reply #29 - Apr 9th, 2013 at 6:51pm
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lol Naw that thure are purt darn funny ha, dan't care who ya ar.  Wink
  

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Re: Saving Throws vs HIGH stats
Reply #30 - Apr 9th, 2013 at 8:06pm
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A player must save vs. Inteligence d20 to correctly pick up a d8 instead of a d10 (or vice versa).

Optional rule: The player adds +1 on the skill roll per level of the highest-level character the player ever played.

A player who accidentally rolled the wrong die (and anyone else at the gaming table)  notices the mistake afterward by making a successful roll to Detect Hidden.
« Last Edit: Apr 9th, 2013 at 8:07pm by polarboy »  
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Re: Saving Throws vs HIGH stats
Reply #31 - Apr 9th, 2013 at 8:11pm
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A player must save vs. Agility d20 or look awkward and ungraceful when rolling d4.
  
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Re: Saving Throws vs HIGH stats
Reply #32 - Apr 9th, 2013 at 8:49pm
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Niiiice...

Do you have to roll d20 v INT to correctly read a d30?
  

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Re: Saving Throws vs HIGH stats
Reply #33 - Apr 9th, 2013 at 9:14pm
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Ironnerd wrote on Apr 9th, 2013 at 8:49pm:
Mark & Quote Quote
Niiiice...

Do you have to roll d20 v INT to correctly read a d30?



Of course.
  
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Re: Saving Throws vs HIGH stats
Reply #34 - Apr 9th, 2013 at 10:34pm
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Smiley Too much fun!

I was flipping through my old BESM book (Big Eyes, Small Mouth - the defunct anime RPG). It had a nice little sidebar in it that pertains to this basic subject:

When to ROLL:
* When the unpredictability of the dice adds excitement to the game
* The action is foreign to the character
* The character is distracted and cannot focus
* Another character or NPC is working directly against the character
* Pure luck
* The action is not of trivial difficulty
* Outside forces influence the action
* The player or GM wants to roll dice

When NOT to roll DICE:
* A roll would reduce the enjoyment of the game
* The action is routine for the character
* The action is performed by an NPC and will have no impact on any characters or NPC;s in the game
* The action requires a trivial amount of talent compared to the character's Stat level.

It may be from a different game, but these rules are universal.
« Last Edit: Apr 9th, 2013 at 10:35pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #35 - Apr 9th, 2013 at 10:38pm
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Ironnerd wrote on Apr 9th, 2013 at 10:34pm:
Mark & Quote Quote
Smiley Too much fun!

I was flipping through my old BESM book (Big Eyes, Small Mouth - the defunct anime RPG). It had a nice little sidebar in it that pertains to this basic subject:

When to ROLL:
* When the unpredictability of the dice adds excitement to the game
* The action is foreign to the character
* The character is distracted and cannot focus
* Another character or NPC is working directly against the character
* Pure luck
* The action is not of trivial difficulty
* Outside forces influence the action
* The player or GM wants to roll dice

When NOT to roll DICE:
* A roll would reduce the enjoyment of the game
* The action is routine for the character
* The action is performed by an NPC and will have no impact on any characters or NPC;s in the game
* The action requires a trivial amount of talent compared to the character's Stat level.

It may be from a different game, but these rules are universal.



When in doubt, make like Two-Face and flip a coin to determine whether or not to roll a die.
  
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Re: Saving Throws vs HIGH stats
Reply #36 - Apr 12th, 2013 at 6:16pm
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Well, the concept is that if a character has an INT of ... 160, why roll to see if he can solve the NYT Crossword? Or if he has an AGL of 60, do we really need to roll to see if he avoids that suddenly-opening chasm? Some GM's would say "YES!" others would disagree. I would say "Yes, if it was a critical moment in the campaign. Otherwise, no."

And there are times when I basically flip Two-Face's coin.

It's the old argument of Role play vs Roll play, I guess. I pick the former.
  

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Re: Saving Throws vs HIGH stats
Reply #37 - Apr 13th, 2013 at 12:56am
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Ironnerd wrote on Apr 12th, 2013 at 6:16pm:
Well, the concept is that if a character has an INT of ... 160, why roll to see if he can solve the NYT Crossword? Or if he has an AGL of 60, do we really need to roll to see if he avoids that suddenly-opening chasm? Some GM's would say "YES!" others would disagree. I would say "Yes, if it was a critical moment in the campaign. Otherwise, no."

And there are times when I basically flip Two-Face's coin.

It's the old argument of Role play vs Roll play, I guess. I pick the former.



When it doubt, roll dice to determine whether to flip a coin to determine whether or not to roll dice.
  
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Re: Saving Throws vs HIGH stats
Reply #38 - Apr 13th, 2013 at 8:47am
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Grin Nicely played!

If only Abbot and Costello had played RPGs...
  

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Re: Saving Throws vs HIGH stats
Reply #39 - Apr 13th, 2013 at 10:07pm
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Ironnerd wrote on Apr 13th, 2013 at 8:47am:
Nicely played!

If only Abbot and Costello had played RPGs...


Roll 1d8 to determine the name of each ball player.

1. Who
2. What
3. I Don't Know
4. Why
5. Because
6. Tomorrow
7. Today
8. I Don't Care
  
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Re: Saving Throws vs HIGH stats
Reply #40 - May 1st, 2013 at 8:53am
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But seriously...

So it's been drilled into my head that an increase of "1" in a basic characteristic equals a 5% change on a save vs d20. This is, obviously, true. Why? Because Basic Char vs 1d20 is shorthand for "Basic Char x 5 vs 1d100". And we all know that saves vs a Characteristic may be optionally made on Basic Char vs 1d100 when things get harder. These two methods of rolling a save represent two ends of the same scale. The easier a task, the higher the Basic Char multiplier value, and the lower higher the difficulty, the lower the multiplier. Simple right?

It’s not explicitly stated in the rules anywhere, but after a bit of use it becomes pretty obvious that Basic Char vs 1d20 is an easier save than Basic Char vs 1d100. There are also variations mentioned in legacy adventures, like Basic Char x3 vs 1d100. It makes sense then that there should be modifiers between x5 and x3, and x3 and x1 (namely x4 and x2).

Basic Char x 5 vs 1d100: BASE Difficulty (Equals "Basic Char vs 1d20").
Basic Char x 4 vs 1d100: Trying – Solving NYT Sunday crossword puzzle (in pen?).
Basic Char x 3 vs 1d100: Challenging – Final exam in Algebra
Basic Char x 2 vs 1d100: Difficult – College Mulitvariable Calculus
Basic Char x 1 vs 1d100: Very difficult – Orbital dynamics

It turns out I’m not alone in thinking this way. I received an e-mail a little while ago with the MHG rules for saves and whadaya know? They called out almost the same thing. And here I thought I was being clever… Oh, well… Still, I don’t read any MHG stuff (because I submit only to FGU and need to keep things to their rules. I figure I get confused pretty easy as it is, so it’s best not to mix in too many other rules), so it’s kinda cool that we were thinking along similar lines.

Of course, a roll can be made easier or harder by changing the multiplier even more.

AMAZINGLY DIFFICULT: Basic Char x 0.5 vs 1d100
AMAZINGLY EAZY: Basic Char x 10 vs 1d100

Of course, not all rolls are “Necessary” (see my earlier post on that subject).

So how does this effect characters with “Really High Stats”? I’m glad you asked. Aside from the many benefits received from high stats (earlier post), the character receives a bonus to all of his/her save rolls.

First, our “Average Jo”
Basic Char: 10
x5 = 50%
x4 = 40%
x3 = 30%
x2 = 20%
x1 = 10%

Now for “Astonishing Lass”
Basic Char: 45
x5 = 95%
x4 = 95%
x3 = 95%
x2 = 90%
x1 = 45%

Finally “Captain Above-Average”
Basic Char: 20
x5 = 95%
x4 = 80%
x3 = 60%
x2 = 40%
x1 = 20%

As you can see, Astonishing Lass has a MUCH better chance of making her saves than Average Jo, and better chances than Captain Above-Average. Sure, she still maxes out at 95% (per the rules), but if the GM really wants to, he/she can just ignore the rules (let’s be honest, any “Rules Variant” is essentially guidance on how to ignore an existing rule - neither good nor bad), and go his/her own way (maybe use a different roll, or set Basic Char x2 as “base difficulty”).

Changing the floor and ceiling may also work:

<edit>
Basic Char x5 01-05 success, 96-100 fail
Basic Char x4 01-04 success, 97-100 fail
Basic Char x3 01-03 success, 98-100 fail
Basic Char x2 01-02 success, 99-100 fail
Basic Char x1 01 success, 100 fail

DANG IT! I knew what I meant to say, I just didn't type it up correctly. Sorry, people.</edit>

I still simply modify the target to match the circumstances. (Basic Char x"X") +/- "Y" vs d20/d100 works pretty well to fine-tune the difficulty.

Anyway, do whatever makes your game run best and produces the most fun.
« Last Edit: Jul 2nd, 2013 at 11:19am by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #41 - May 1st, 2013 at 8:24pm
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I'm submitting this for completeness... and perusal by any and all interested.

Enjoy!
  

Skill_system_001.pdf ( 108 KB | 27 Downloads )

"...No amount of force can control a free man, a man whose mind is free. No, not the rack not fission bombs, not anything - you can't conquer a free man; the most you can do is Kill him."
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Re: Saving Throws vs HIGH stats
Reply #42 - May 1st, 2013 at 11:32pm
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Just so ya'll know - I have heard no rumors that a skill system is in the works for V&V (FGU side). The PDF in the above post is just something I typed up one afternoon a while back and decided to share with T-bolt. I have had other discussions about a skill system with other players and contributors, which lead me to the ideas contained within the file. I really don't think anything here is Earth-shattering.

As for the save mods... again, nothing Earth-shattering, just a quick write-up of some simple mechanics for saves.

Together, however, the two write-ups do show the benefits received from increased Basic Characteristic levels beyond the simple save.

Just to be clear, I'm not writing any of this as an FGU contributor, I'm writing all of it as a V&V player and fan.
« Last Edit: May 1st, 2013 at 11:32pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #43 - May 1st, 2013 at 11:36pm
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fait accompli...
  

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Re: Saving Throws vs HIGH stats
Reply #44 - Jun 6th, 2013 at 1:16pm
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I would call this deafening silence

I am beginning to suspect that saves versus really high basic characteristics is not all that common.
  

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Re: Saving Throws vs HIGH stats
Reply #45 - Jun 6th, 2013 at 7:48pm
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Yeah, it's pretty rare in my game.  And I'd be inclined to keep things simple (d20 or d100).  Though I do really like the keep rolling d20s (if you get a 20) option as another simple way of handling things.
  
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Re: Saving Throws vs HIGH stats
Reply #46 - Jun 6th, 2013 at 9:20pm
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When d20 seems too easy and d100 seems too hard, I'm sticking with d30.
  
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Re: Saving Throws vs HIGH stats
Reply #47 - Jun 7th, 2013 at 10:56pm
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The d30 save does fascinate me. I guess I'll have to order one. Where did you go to get yours, Polarboy?

Oh - how big is it? I may have to build a new Dice Boot if it is too large...


<edit>
I found this... it also intrigues me...
http://www.gmdice.com/d-total-dice-18-dice-in-one
</edit>

« Last Edit: Jun 7th, 2013 at 11:04pm by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #48 - Jun 22nd, 2013 at 9:36pm
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Well, I am getting a d30  - as soon as I find one in the right color.

To be honest, I use on-line die rollers, android dice apps, and even excel spreadshets to roll dice. I still really like real dice though.


I also keep in mind what Mr. Gygax said:

The secret we should never let the gamemasters know is that they don't need any rules.
Gary Gygax
Read more at http://www.brainyquote.com/quotes/authors/g/gary_gygax.html#DM5BPmd6La1c4ggi.99


I remember playing a session of some spy game back in 1989 or 1990 in Savannah. Two things happened that made me reconsider die rolls as being absolute. First I failed a "driving" skill roll. The GM rolled, consulted his tables, and announced that I had rolled a Lamborghini Countach. I could see a skid into a building, but flipping a Lambo? I don't think so. Second I stepped around a corner and took shotgun blast to the chest and died - on my first actual role-paying turn (I flipped the car on the way to pick up another agent). I died because that's what the GM rolled... That got me thinking - maybe the dice are not always right. Today we refer to this as the difference between ROLE-PLAY and ROLL-PLAY.

</soapbox>

  

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Re: Saving Throws vs HIGH stats
Reply #49 - Jun 23rd, 2013 at 3:24pm
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I've never had a problem with characters either dying or suffering other consequences as a result of die roles. This might have something to do with the perspectives of the D&D players who introduced me to gaming back in the day. The fact that something negative might happen as a result of a die role doesn't lessen role playing for me. How the player characters act in the face of the improbable die rolls is very much role playing.
« Last Edit: Jun 23rd, 2013 at 8:35pm by polarboy »  
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Re: Saving Throws vs HIGH stats
Reply #50 - Jun 23rd, 2013 at 8:16pm
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I don't have the issue of the dice telling me a character is dead or stuff like that. I have learned from previous experience to flex. Heck sometimes  even roll a random die and pretend to look up a table - this buys me time to come up with a fun/nearly believable way out of the character's predicament. Kind of parallel to what you said, Polarboy, a lot of role-play happens in the face of a nearly impossible roll, or right after a failed save.

  

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Re: Saving Throws vs HIGH stats
Reply #51 - Jun 26th, 2013 at 8:56am
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As you guys know, I read other games. I was reading "Bubblegum Crisis" from R. Talsorian and found this near the end:

When (and when not) to cheat: This is a very simple rule. When you cheat, cheat on the side of the players. That’s it.
Let’s elaborate. Say your players have been trapped in a flooded room. There are enough aqualungs on the floor for everyone. You make everyone roll Athletics to don the ‘lungs, and one player fails.
Do you let him drown? No. It’s not his fault that the dice failed him. Instead you simply make him sweat some more: “As you struggle to don the aqualung, you’re choking down water and seeing spots. You just manage to get it on in time.” Why? Because you should never kill a [character] for something inconsequential. If they do die, you want to make sure it’s because they did something really dumb, or in a fight where they lost fair and square. There will be times when you need to fudge a die roll or an outcome to keep the story moving…


This is not the only game to express this concept, but it is a really well-stated example. It also goes along with my overall point that it is not the dice that rule the game but the GM and the players. That's why I rolled a lambo while driving the speed limit - the GM thought the Dice were in charge of the game - and I didn't know (or care) enough to argue the matter. It's the same reason why we have things like "Variant Rules for Saving Rolls", and why we have some of our house rules; players and GM's sometimes forget who is really in charge. This, of course, begs the question; "Why do we need dice at all?" The big secret in RPG's - we don't need the dice at all Shocked  But they look nice and are fun to play with  Roll Eyes so we keep them in the game. They are also useful in adding the aspect of uncertainty and random chance to the game, which helps make the games more fun. In reality, however, all a die roll really does is push part of the story in a certain direction, or cause spontaneous Role Play on the part of the players.
« Last Edit: Jun 26th, 2013 at 9:46am by Ironnerd »  

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Re: Saving Throws vs HIGH stats
Reply #52 - Jul 1st, 2013 at 3:37pm
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While in general I agree with the sentiments expressed here, I'm not sure that everyone agrees with this or sees things this way.  PC deaths are rare in my games, but they have happened (even in my four color Guardians game), and not just from doing something stupid.

Some games (and genres) are just meant to be more grim and gritty.  While it might not be appropriate for a character to die in one game, in another it might be totally acceptable and appropriate.  Some times (and in some settings), actions can have very harsh consequences.

I think the more important point is that the dice are there to add excitement and drama.  If characters know that they will succeed, no matter what, the game (and situation) loses a lot of its tension; the thrill disappears.

So even if you do things as written above, you want to make sure it doesn't look that way, as it has the potential to drain the excitement from the game.  Danger and negative consequences are parts of some games, and if the PCs don't have anything to lose, they may not truly appreciate the challenges they overcome.
  
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Re: Saving Throws vs HIGH stats
Reply #53 - Jul 1st, 2013 at 7:36pm
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Majestic wrote on Jul 1st, 2013 at 3:37pm:
I think the more important point is that the dice are there to add excitement and drama.  If characters know that they will succeed, no matter what, the game (and situation) loses a lot of its tension; the thrill disappears.


Agreed. Without the dice it is simply one guy telling some other people a story. Without the uncertainty of a die roll the game looses a lot of the excitement. The other side of the coin is that mindlessly following the dice is also counter productive as it removes a lot of he Role Play. But failure to succeed is not always "death", just something unexpected. Even the VV2 rules state that the death of a character should be exceedingly rare and the character should get a saving throw (1d00 vs power) to be miraculously saved. Even then, it's possible for characters to return from the dead - some NPC in the area is likely to have "Revivification".

Don't think I am anti-dice. Like I said above they do add to the game. I even use them in my games (shocking... I know). It's actually why I am adamant about keeping that 5% chance to fail on any save, no matter what your BC is (Would you read a comic where the hero could never fail?). But dice are only one tool used by gamers and GMs.

What I think I was trying to say in my previous post is this: "Play the game, don't let the dice play for you".
  

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Re: Saving Throws vs HIGH stats
Reply #54 - Jul 1st, 2013 at 8:50pm
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As a long-time Dungeon master, a little secret I never let my players find out, is that, the only way I will kill you off, is if you act stupidly... or if i need a good old DM cleansing session (insert evil laugh here)
  
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Re: Saving Throws vs HIGH stats
Reply #55 - Jul 2nd, 2013 at 11:16am
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YUP!
Well, you can give a character a "Heroic Death" too. But "Death by Stupidity" is completely acceptable. The nice thing about V&V is that it's actually pretty hard to kill a character. Also - A villain MAY actually help save a Vigilante. "When you die, Hero - I'm gonna be the cause! Until then, you owe me one."

Death by failed saving throw just seems ...  dunno ... "Cheap". It lacks "drama".

But then, In V&V (as I said above) dead does not always mean "DEAD". And a Revived character may have lost experience or memories, maybe a power is degraded somewhat, or the experience of dying bestows upon the character new powers/weaknesses.

So - that 5% chance to fail on a saving roll is not normally going to be a "5% chance of utter failure and probably death". It is normally just a dramatic setback. That's why most "traps" do not involve atomic bombs, weapons-grade anthrax, or Burmese tiger traps.

  

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Re: Saving Throws vs HIGH stats
Reply #56 - Jul 2nd, 2013 at 6:07pm
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Completely agree.  There's been a number of deaths among the Guardians, and more than a few times it's been by the design of the player, as a way for them to bring their character back with all-new powers, look, and abilities (usually with a new name as well!).

In our last session, the bad guy (a major demon) was wiping the floor with the PCs.  Things were looking quite bleak for everyone, and my character, Compass - always a sarcastic smart ass anyway - decided to offer himself up as a sacrifice if the group would be spared.  The Guardians leader, Quiasar, offered himself up as well, but Compass persuaded Q-Man to let him do this (Compass had personally gotten under the skin of the enemy with his snark earlier, and he figured they really wanted him most, anyway).

Let me tell you: I fully expected my character to die/be killed.  I was honestly quite surprised when the GM decided to allow Compass to "come back", though the GM didn't let the other players know this for some time, allowing for some suspense.  When Compass was finally returned, he is now tormented by nightmares (you can read the whole summary in issue #377).
« Last Edit: Jul 2nd, 2013 at 6:09pm by Majestic »  
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Re: Saving Throws vs HIGH stats
Reply #57 - Jul 2nd, 2013 at 9:05pm
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Oh, that IS nice.
  

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Re: Saving Throws vs HIGH stats
Reply #58 - Jul 2nd, 2013 at 9:42pm
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As the saying goes, Those who live by the die, die by the die.
  
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Re: Saving Throws vs HIGH stats
Reply #59 - Jul 3rd, 2013 at 2:44am
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All I saw was DIE DIE DIE.

Wink

RAMBLE
  
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Re: Saving Throws vs HIGH stats
Reply #60 - Apr 25th, 2015 at 10:17pm
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There was a RPG rulebook published in 1999 called "Violence."
http://en.wikipedia.org/wiki/Violence_%28role-playing_game%29

It had some rules regarding larger-than-d20 rolls:
When the rules call for a D40 (forty-sided die), instead roll a D4 and a D10
simultaneously; the number appearing on the D10 shall constitute the "ones" digit of
the required number. Subtract 1 from the D4 roll to generate the "tens" digit. A roll of
"00" shall be equivalent to "40". Example: A "1" appears on the D4, and an "8" on the
D10. Subtracting "1" from the D4 roll produces "0"; consequently, the numerical result
is "08", or just "8".

Similarly, when the rules call for a D60 roll, use a D6 and D10 simultaneously; for
a D80 roll, a D8 and D10; and for a D100 roll, two D10s.

D30 die-rolls can be generated in two ways. One is to roll a D6 and D10 simultaneously;
the D6 roll needs to be halved (rounding up), with one subtracted from the result
to produce the tens digit. Alternatively, it is possible to purchase thirty-sided dice, albeit
they are less commonly available than most polyhedral dice.
  
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Re: Saving Throws vs HIGH stats
Reply #61 - Apr 26th, 2015 at 9:40am
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Okay, I love that die rolling mechanic. It makes sense, it's different, and could even be fun. Thanks for posting that Display Name - I have to be honest, I would never have thought of that Smiley

For V&V, however, there are actually several instances in the rules and adventures that continue to push me towards the Basic Characteristic x [X] or less on d100 (or d% - they kind of used the terms interchangeably in the V&V rules).

It is actually pretty simple, and allows a task that may be impossible for a character with an I of 18 to be challenging for a character with an I of 30, and still easy for the character with an I of 100.

Edited:
Additional verbosity
« Last Edit: Apr 27th, 2015 at 7:16am by Ironnerd »  

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