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Contest Consequences?


Aprewett

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The systems default values don’t change. Is this odd?

A starting character is going to feel Impaired a lot more than a veteran.

With our recent combat at the climax of a adventure with only starting level characters (as I have been holding off rewarding XP waiting on the SRD and what it may have clarified), a player was -6’d early on and this became a big deal.

But if they were more experienced maybe not so much.

Would it not be better to have some floating amount of Consequences. Just as Base Value Difficulty is supposed to increase with session time (again waiting on the SRD to see if this is changed as I have read veteran system gamers saying they don’t like it).

Or has someone house ruled this already?

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The impact does vary with respect to  initial rating, but not by a ton.

Vs Resistance 14:

Net Rating % any Victory diff %Minor Vic+ diff
19 67.50%   31.75%  
16 56.25% 11.25% 28% 3.75%
13 43.25% 13.00% 24.25% 3.75%
10 32.00% 11.25% 20.50% 3.75%
7 23.00% 9.00% 17% 3.75%

 

So the character with a 19 who takes a -6 chance of any Victory drops by 24.25%,  while the character with a thirteen's chance only drops by 20.25%. The impact of a -6 on their chances of scoring a minor or better is 7.5% for both of them.

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It’s the wording with the implied effect I was thinking about. Are you showing the chance of scoring such a hit by rating? Sorry high school drop out here!

A starting character with 20 for example in a ability is -6’d and the term Impaired. So now they have dropped to 14 ability.

A veteran with 2M2 (42) is ‘impaired with -6’ and 16M, does not have the same percentages impact and terminology wise does not sound the same. Roughly they should be suffering a -11 or -12 to get the feel of impaired.

Just spit balling.

 

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On 6/15/2019 at 3:04 AM, Aprewett said:

It’s the wording with the implied effect I was thinking about. Are you showing the chance of scoring such a hit by rating? Sorry high school drop out here!

You have the right of it.

On 6/15/2019 at 3:04 AM, Aprewett said:

A veteran with 2M2 (42) is ‘impaired with -6’ and 16M, does not have the same percentages impact

While it won't have as large an impact vs High Resistance and lower, the impact vs Very High and Nearly Impossible will be quite significant. Part of being M2 worth of awesome is that you can often prevail over lesser challenges even when hindered. However, dropping from 2M2 to 16M vs 14M or 14M2 is a big deal.

On 6/15/2019 at 3:04 AM, Aprewett said:

A veteran with 2M2 (42) is ‘impaired with -6’ and 16M, does not have the same percentages impact and terminology wise does not sound the same. Roughly they should be suffering a -11 or -12 to get the feel of impaired.

If you wanted to sort-of scale it, you could do something like make bonuses and penalties proportional to the ability rating.

Perhaps something like:

 Fixed        Proportional

+M                3/1

+9                2/1

+6                3/2

+3                5/4

-3                4/5

-6                2/3

-9                1/2

-M               1/3

I would find this awkward in play though. If you do something along these lines, perhaps consider a handout with the values for bonused/penalized ratings already computed for easy reference.

Edited by JonL
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