cranebump
Legendary Pubber
- Joined
- Sep 7, 2019
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Because I like to mess with stuff for no good reason...
Been thinking of how to apply all the FATE/FUDGE dice I have to other systems. Had one idea that could be applied in other ways (again, for no good reason):
*Count Successes: basically, 1 Success (or 1S) per "slash," meaning a "/" counts as 1S and an "X" counts as 2S. Have yet to establish baselines for that. Also was thinking that / could=a complication, while X=straight out success, adding some interpretive variety. In either case, not sure what benchmarks would be for these things. I'm also not sure how Skill +'s would work (are they successes, or number of dice you roll, above 1d [the assumed default])? Suggestions, if any?
*Variable weapon damage: use the same counting system, above, for damage. For example, a Dagger might be rated "1+1d," the "1d" meaning, roll 1dF. This means the Dagger would do 1-3 damage. Allows for some variability, for example "Shotgun=2+2d (+'s only count at close range)." This would make a Shotgun do 2-4 damage at medium (max) range, but 2-6 at close range (and you've got to figure you're going to do 3 or more consistently at close range). In using variable damage, a "Succeed with Style" might add an effect or an additional damage dice. This is the idea I actually like, and am considering playtesting in my current FATE game. Might lead to an "equipment rush," which would then mandate balancing factors on weaponry (ex: Shotguns are hard to hide/no good beyond close; certain weapons prone to jamming more often, for example (and I have not researched this at all, so forgive me): "Tommy Gun, 4+3d, Cone, 3 Blanks=jams [roll ______ to clear]." Ideas here?
NOTE: Obviously, I question whether any of this is worth anything at all. That said, I DO like the idea of variable weapon damage, which would uncouple it from the skills a bit, adding some unpredictability, and have thought of it as a feature of a FUDGE dice system. I would need to seriously consider what FUDGE/FATE dice can do that other dice can't/don't.
Been thinking of how to apply all the FATE/FUDGE dice I have to other systems. Had one idea that could be applied in other ways (again, for no good reason):
*Count Successes: basically, 1 Success (or 1S) per "slash," meaning a "/" counts as 1S and an "X" counts as 2S. Have yet to establish baselines for that. Also was thinking that / could=a complication, while X=straight out success, adding some interpretive variety. In either case, not sure what benchmarks would be for these things. I'm also not sure how Skill +'s would work (are they successes, or number of dice you roll, above 1d [the assumed default])? Suggestions, if any?
*Variable weapon damage: use the same counting system, above, for damage. For example, a Dagger might be rated "1+1d," the "1d" meaning, roll 1dF. This means the Dagger would do 1-3 damage. Allows for some variability, for example "Shotgun=2+2d (+'s only count at close range)." This would make a Shotgun do 2-4 damage at medium (max) range, but 2-6 at close range (and you've got to figure you're going to do 3 or more consistently at close range). In using variable damage, a "Succeed with Style" might add an effect or an additional damage dice. This is the idea I actually like, and am considering playtesting in my current FATE game. Might lead to an "equipment rush," which would then mandate balancing factors on weaponry (ex: Shotguns are hard to hide/no good beyond close; certain weapons prone to jamming more often, for example (and I have not researched this at all, so forgive me): "Tommy Gun, 4+3d, Cone, 3 Blanks=jams [roll ______ to clear]." Ideas here?
NOTE: Obviously, I question whether any of this is worth anything at all. That said, I DO like the idea of variable weapon damage, which would uncouple it from the skills a bit, adding some unpredictability, and have thought of it as a feature of a FUDGE dice system. I would need to seriously consider what FUDGE/FATE dice can do that other dice can't/don't.