Strip 069 - "Well... that was... yeah..."

9th Sep 2014, 12:00 AM in Forest of Doom
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Raxon 9th Sep 2014, 12:50 AM edit delete reply
In the immortal words of my internet brethren, Sucks to be you.
Otaku 9th Sep 2014, 2:05 AM edit delete reply
So... don't suppose Pathfinder has a feature equivalent to "Luck" in GURPS? The basic level of Luck allows you, once per hour of play, to roll three times and take the best result or to re-roll a roll you just made up to twice; you can then chose which of the three results you want.

I bring it up because this is one of its main uses; covering a botch. Though it is tempting to save for when its more "life or death" of course.
Rule Monkey 9th Sep 2014, 3:58 AM edit delete reply

Actually they have an optional rule called Hero Points. You get 1 point per level (to a max of 3 points total). These points can be spent to do a number of things.

For more information:
Otaku 9th Sep 2014, 12:11 PM edit delete reply
At a glance, this resembles some of the optional rules for GURPS that aren't in the Basic Set. Since I don't have much more than that (budget gaming) it might ultimately be quite different or near identical and I couldn't tell you. ;)
guy 9th Sep 2014, 9:57 AM edit delete reply

One of the biggest things I hate about D&D - which is the only tabletop RPG I have played, so I shall speak for it only - is the auto fumble rule. The odds are just too high, and it ruins the suspension of disbelief, because if I am supposed to be even halfway competent at what I am doing, I should not have a 1 in 20 chance of just outright failing at it.
That, and I have always hated dice. My strategy in this kind of game has always been to do away with the luck element as much as possible.
/Gets off soap box.
Otaku 9th Sep 2014, 12:23 PM edit delete reply
I'm not a huge d20 fan, but this element is common to most RPGs and while 5% might be too high, isn't there something called "Taking 10" and even "Taking 20" so that you have no chance of fumbling?

Other systems have lower "autofail" numbers, plus in general you should not be that competent at a lot of things. In general if your odds of failure are either too low to align with the odds of automatic failure on the dice or are inconsequential, you just don't have to roll (no Taking 20 or the like required).

In most games, GMs are also to tailor the results to the situation; if a chart's results make no sense you don't have to use them (some insist, but that's usually someone that wants to role-playing living in a "classical RPG" type world).

A universal (as in any dice based system could in theory use it) house rule I use is that if odds of failure are high enough not to allow for automatic success but low enough that a regular roll has too high of odds of automatic failure, add in a Verification roll. You roll again and so to truly botch, you've got to do it twice. In a d20 style game where only a 1 is an automatic failure, that drops you from a 1 in 20 chance of failure to a 1 in 400. For GURPS, which uses 3d6 and the player attempting to roll the target number or lower to succeed, just one verification roll means you go from a 1.9% chance of failure (with about 0.5% chance of critical failure) it works even better. The numbers aren't as easy so forgive me for lacking exact odds. XD

In all cases, real life is not certain; that is why RPGs use dice. In reality sometimes you fail and you don't know why, though a closer examination may explain.
guy 9th Sep 2014, 7:33 PM edit delete reply

Oh yeah, I have to admit I was ranting earlier - sorry everyone - and that it's really not that bad. My hatred of dice stems mostly from perceived bad luck, because the fumbles are the ones you remember.
In reality, I have more of a love-hate relationship with them, and though I have attempted to do homebrew games that reduce the number of dice used - said game was based on the Super Robot Taisen franchise, showing you exactly how much of a nerd I am - but even there I used dice, because, as you said, life is not certain, but also because rolling dice is fun. It gives you a real sense of involvement, and that's integral to every game.
Anon 9th Sep 2014, 3:49 PM edit delete reply

Um, I don't know about DnD, but in Pathfinder a natural 1 is only an automatic failure for attack rolls and saving throws. It has no special significance for skill checks.
Rule Monkey 10th Sep 2014, 1:32 AM edit delete reply

While is always understandable, since there IS a bit of luck in both of those aspects, I particularly like how World of Darkness handles its crit fail system and such.

In old WoD, if you botched (rolled more 1s than successes on a pool of d10s). In new WoD, you could only get a dramatic failure if your dice pool was reduced to 0, which gave you a chance die. If you rolled a 1 on that roll, it was a dramatic failure.

I compromised, since the chance die rule is used so little at higher power levels. I run it with if you roll more 1s than successes, it's a dramatic failure, BUT it's even WORSE if you roll a one on a chance die.

For example, the gun may misfire on a roll with more 1s than successes. But if it's a chance die, the gun could jam or something that if the player isn't playing attention could cause the gun to break on their next roll.
Allan Mills 17th Nov 2014, 10:05 PM edit delete reply

Clerics can have an option to reroll a bad dice roll if they take the luck domain. In D&D it works once per day. In pathfinder it is a bit more complicated.
Disloyal Subject 18th Nov 2014, 7:20 PM edit delete reply
Disloyal Subject
"Fate Points"
iirc, some magic items grant rerolls as well in 3.5, like the Luck Blade. I'm rather fond of the WH40K RPGs' Fate Point system - you have a fixed number of fate points at character creation, and each point can be used once per session to reroll something. New points are awarded at the GM's discretion, but can be 'burned' - spent permanently - in one of three ways: one, get a single automatic 1 for most types of d100 rolls; two, miraculously survive damage that should otherwise have have killed you and be removed from combat, effectively put in 'stasis' until the fight is over; or three: miraculously survive damage that should otherwise have killed you and be restored to one wound, still able to fight and/or die.
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