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Other Topics => Off Topic Discussion => Topic started by: Mofo Rising on May 23, 2007, 01:09:54 PM



Title: Rule Modifications for Role-Playing Games
Post by: Mofo Rising on May 23, 2007, 01:09:54 PM
I think if your character has an extremely low dexterity, they should have a roll to spot hidden doors.  This would simulate them clumsily falling into passageways or resting their hands on the book that triggers the rotating bookshelf, etc.

Of course, every time they succeed they would also have to roll for damage...


Title: Re: Rule Modifications for Role-Playing Games
Post by: Menard on May 23, 2007, 09:55:44 PM
The use of attribute and skill tests are for when a task a character is performing poses some kind of challenge. Although humorous, I don't see much of a challenge in walking; quite the contrary as someone who is not very agile would have more of a tendency to compensate by paying attention.

Clumbsiness is not a defect of someone's athletic ability, or lack thereof, but is a lack of attention. If the game includes attributes for dexterity and agility, then the appropriate modifier would have to be given depending on the governing attribute for the task. Catching a football would be a dexterity task (hand-eye coordination), but dodging a tackle would be an agility task.

A degree of clumbsiness could take place due to the ability of an athlete to be more likely to recover from a trip as compared to someone with poor agility skills who is more likely to fall on their face.

The problem with required rolls is that it slows down the game. A better alternative, to me anyway, is to use clumbsiness as a disadvantage, such as in the Hero system. Assign a likelihood of someone tripping over their own feet using a scale as in AD&D's surprise roll (1 in 4, 1 in 6, 1 in 8) and have the gamemaster roll the appropriate die at their discretion as to when. Of course, a good gamemaster would be making random die rolls for no reason at all, just to keep the players nervous and on their toes. :teddyr: