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Last word
--- Greg Mowczko <mooch@cioe.com> wrote:
> And the book also clearly states the GM is always
> right. Or more precisely:
>
I agree. It is way we have problems with set rules.
The game is so wide open. As to this ... It is a GM
call I guess.
Realy the last word,
Andrew L.
P.S.
after all I let players torture without pain if
they want to.
> "This chapter contains a list of all the standard
> skills, where they are
> applicable, and how they are adjudicated. Please be
> aware that the GM may
> modify any check as he sees fit depending on the
> circumstances. If a skill
> does not list a specific die roll, the GM will
> assign an appropriete number
> of dice to check against the skill."
>
> Bludgeon which will have very similar incapaciting
> results doesn't say how
> many dice are standard and I have had GMs make me
> roll 3d6 checks to allow
> me to blugeon non-standard creatures. Immobolize
> should work with the same
> abilty to have a non 2d6 roll.
>
> Greg
> > From orc_food@yahoo.com Wed Mar 8 17:27:37 2000
> > Date: Wed, 8 Mar 2000 14:26:19 -0800 (PST)
> > From: Andrew Luers <orc_food@yahoo.com>
> > Subject: Re: Rolling the Dice (Was: Re: T'orites
> and armor)
> > To: "Steven E. Ames" <steve@virtual-voodoo.com>
> > Cc: gmlist@cioe.com
> >
> >
> >
> > Looks like I step in it. The last point I will
> > bring up is to say is unlike Find Traps, Immobilze
> > clearly states 2D6. I an sorry but I think the
> skill
> > at a base of 400 proves information on where to
> hit or
> > not. The prayer at rank X should be able to see
> > missing kineys or bone plates under the skin.
> >
> > Andrew L.
> >
> >
> > --- "Steven E. Ames" <steve@virtual-voodoo.com>
> wrote:
> > >
> > > There are some skills that the GM rolls and not
> the
> > > player. Find Traps
> > > is one of these. The GM makes the roll because
> > > otherwise the player is
> > > granted too much information. In a succeed/fail
> > > scenario a player can
> > > roll the dice... but if there are more options?
> How
> > > about:
> > >
> > > For example, lets assume that There _ARE_ traps.
> The
> > > player rolls his
> > > 'find traps' skill and succeed. Obviously the
> player
> > > finds the traps
> > > right? But what if he fails? Obviously he
> doesn't
> > > find them but he also
> > > knows that he failed his check and will just
> either
> > > try it again or ask
> > > someone else to also check for traps. If the GM
> > > rolls the dice and
> > > simply says 'you didn't find any traps' the
> player
> > > isn't sure which way
> > > it went. The player isn't sure if there aren't
> any
> > > traps or he just
> > > didn't find any. This is in keeping with
> reality.
> > > You can never be 100%
> > > certain, you can only be sure of what you saw. A
> > > failed roll might turn
> > > up something that looks like a trap but a
> successful
> > > roll would have
> > > dismissed it as not a real trap.
> > >
> > > That said... greg wasn't suggesting telling the
> > > player how many dice to
> > > roll or using the rather lame successive dice
> thing.
> > > He was saying that
> > > they don't know how many dice to roll until they
> > > try.
> > >
> > > Example: the player goes for the immobilize. He
> > > rolls 2d6 and annonces a
> > > successful immobilize. The GM says, sorry he
> doesn't
> > > go down. The player
> > > at that point knows he has to roll more dice.
> > >
> > > The same thing could apply to the above detect
> traps
> > > example. It would
> > > seem that there are always two ways to do it:
> > >
> > > 1. the player rolls and the GM can say that even
> a
> > > success is a failure
> > > because they didn't roll enough dice. The player
> > > knows that either it
> > > can't be done or its going to require more dice.
> > >
> > > 2. the GM rolls the number of dice the player
> > > requests and then
> > > announces success or failure and lets the player
> > > decide what happened.
> > >
> > > I'm more for #1 ... even in the detect traps
> > > scenario. Even if there are
> > > no traps the GM might decide that it would take
> a
> > > 3d6 check to determine
> > > that fact because the room is filled with smoke.
> So
> > > when the player
> > > rolls 2d6 and is successful the GM can always
> say:
> > > "you detect no
> > > traps". A good player should recognize that some
> > > situations require more
> > > dice and not go with the minimum roll.
> > >
> > > Blah. Had my wheaties this morning :) (pay no
> > > attention to the inherent
> > > self contradictions in this message... they
> aren't
> > > there... your getting
> > > sleepy... Terrence and Phillip rule...)
> > >
> > > -Steve
> > >
> > > > no, the player made an incorrect assumption
> and
> > > > jumped the gun. Wait to find out how many
> dice
> > > > it'll be, then roll.
> > > >
> > > > Wright
> > > > ----- Original Message -----
> > > > From: "Andrew Luers" <orc_food@yahoo.com>
> > > > To: "Greg Mowczko" <mooch@cioe.com>
> > > > Cc: <gmlist@cioe.com>
> > > > Sent: Tuesday, March 07, 2000 11:25 PM
> > > > Subject: Re: T'orites and armor
> > > >
> > > >
> > > > >
> > > > > Greg .. You don't tell the player how many
> die
> > > they
> > > > > need to roll!!! What do the poor persons do,
> > > roll one
> > > > > at a time to see how many they get? I have
> been
> > > know
> > > > > to do that in the past but almost never for
> > > skills.
> > > > >
> > > > > Now to you srewing the person with the
> case
> > > cost 400
> > > > > skill. The skill clearly states 2d6 for
> unarmed
> > > > > tergets.
> > > > >
> > > > >
> > > > >
> > > > > --- Greg Mowczko <mooch@cioe.com> wrote:
> > > > > > As a GM I've had people try to immobilize
> > > someone
> > > > > > who wasn't normal and ran
> > > > > > it as following:
> > > > > >
> > > > > > Player: Is he wearing armor?
> > > > > > Me: None you can see
> > > > > > Player: I immobilize him ( 2d6 roll ) Made
> it.
> > > > > > Me: Results, he is still standing
> > > > > > Player: What I made my check
> > > > > > Me: Correction you would have made your
> check
> > > if it
> > > > > > took 2d6 but that was
> > > > > > a 3d6 check since you didn't know he is
> > > missing the
> > > > > > kidney you tried
> > > > > > to hit ( or something like that )
> > > > > > Player: F*ck
>
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