Re: Ars Magica Stress Dice
In reply to jase (msg # 2):
The Stress Die is a weird one in Ars Magica.
It would be nice if modifiers and botch dice could be explicited on the rolling.
I'll try to explain the system:
- Simple die in Ars Magica: Roll 1D10 + modifiers. 1-10 + mods, no biggie.
- Dangerous/stressful (where shit can happen) situations ask for a Stress Die:
1. Roll 1D10 + modifiers, estimate how many botch dice will be rolled to check for a botch.
Basically, the default is 1 botch die. Example: 2 guys attacking each other on even terrain, good light, no rain, etc.
If this guys are fighting on a small crumbling mountain trail, at dusk, during a storm, probably the narrator will call for 7 botch dice or more. There is not a limit on the number of botch dice, but it will be rare needing more than 10.
2. Result is 2-9 (+modifiers). Ok, that's it.
Roll 0: Check for a botch.
Roll 1: Roll again, doubling the next number shown. On second roll forward, 0 is now treated as a 10. If a new 1 is rolled, roll again and make the result x4, doubling until you got something different of 1. After you get the final value for the dice, add the modifier.
3. If a 0 was rolled on the first die: Check for botch.
Roll the number of botch dice asked.
If no die show a 0, your final result is 0 + modifer for your roll.
If you got one or more 0s, your final result is 0. (And something bad will happen to you. On the examples above, one 0 could mean the Narrator determined you fall prone or drop your weapon. Two could mean you broke your weapon. Three or more 0s would mean you failed as bad as you could possible do (dunno, cut your own head?).
It's possible for Stress Die don't having the chance for botching. On the past edition, it was called "quality die roll". It's simply treated as never rolling 0s on the botch dice.
Of course, it's possible to do the botch dice on the dice roller as a separate roll, but if this system can be included, it will be great.
Otherwise, if the modifier can be added, it will be great too. :)
Yours,
rjvier.