quote:
And players will game the system too. "So I have a week of downtime, right? Ok, I'm going to go rain like a Dragonball Z character training for the next big bag evil guy fight! Nonstop, day and night and day and night over and over! Look, I can get buy on 6 hours of sleep, right? Well, I can eat in a total of 15 minutes and bowel movements for 10 minutes, which means, heck, I'll just round up to 18 hours of training for 7 days. Normal skill points are for a 40 hour week, but I'm dropping over a hundred hours a week, more like 115, so that's like three weeks of training in a week, right? And then you said we have to take a boat, so I think I should be able to get a year of training in the four month boat ride, so I should really have maxed out these skills by the time the story resumes again, right?" That's just the rational way to do it, anyway. Speaking of rational things, have you read Harry Potter and the Methods of Rationality? What if Harry Potter was a smart kid who read science fiction and choose Ravenclaw instead... it's a great story:
http://hpmor.com/
This is allot like how they do it in Elder Scrolls games.
But in a table top RPG I have a simple solution to this form of 'game hacking' - random chances for injuries over specified time frames, including in home injuries. Example: 'You just finished a long day of strength and cardio training and are taking a relaxing shower when you accidentally drop the soap, you bend over to pick it up, slip and slam your head in to a wall, then fall over and out of the bath tub, breaking your leg (or arm) in the fall. WHEN your found your rushed to the hospital, where you are stitched up and cast put in place - you are now out of the action for X months while you heal.'
This is of course a Botch level check, but such things do tend to put such power gamers in their place.
One dice I use a modified WoD type system of 5D10 with 10's counting as 2 successes and 1's canceling successes (10's first) or causing a botch if there are no successes or more 1's to number of successes. A resisted roll using this system is 2 such rolls done against each other with the one with more successes beating out the other.
It is also a good way to determine event or personality quirk levels using the common 6 diff range as a starting point.
Example: Character listed as 'paranoid' but your unsure of How paranoid. So you roll this set and going by the number of successes (or failures) you can determine its level.
1) mild, feelings of insecurity - 2) You sometimes feel like your being watched (this can also take place for those who feel a government or private sector force of some kind is out to get not only you but Everyone)- 3) you feel like your being spied on or sometimes see people watching you from the corner of your eyes. - 4) Someone or ones are looking for you, you know they are out there but your not sure who they are (or maybe you do but you think you know how to keep them at bay) - 5+) Everyone is suspect, your family and friends may have been replaced with look a likes and your enemies are very close. No one can be trusted. Ever.
I have put this one in place in several games I have run for the simple versatility of it.
This message was last edited by the user at 17:01, Fri 18 Apr 2014.