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|Open-ended Dice results
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|Author:||Dr_Remulack [ Tue May 30, 2006 7:44 am ]|
|Post subject:||Open-ended Dice results|
Open-Ended means that when you roll a D6 a score a 6, as long as you keep rolling 6's, you keep rolling dice.
I have been considering adding critical hits to Necromunda, in the form of open-ended dice rolls of 10+.
Here is what I propose, if you score a hit, roll for wound (Strength vs. Toughness), if you roll a 6 for the wound roll then you roll again and add the result. If the result is 10+ (you roll a 6 followed by a 4, thus 10) you have scored a critical hit.
I would have some kind of a critical hit chart, something like:
Each Result stacks, so if you roll a 15, then results 10-14 apply too.
10-11: No Armor Saves
12-13: Cause 1 extra Wound
14-15: Target is unconscious for D3 rounds (counts as down for D3 rounds)
16-17: Targets is removed as a "Taken out of Action result"
18+: Instant Death, no injury rolls or post game rolls, he/she counts as dead.
What do you guys think?
I just wanted to add critical hits to Necromunda, and I am inspired from Mordheim Critical hit results.
Let me know.
|Author:||Truckler [ Tue May 30, 2006 9:22 am ]|
It seems like your plan/question is pretty specific to Necromunda. Why not start a thread in that section? I'm sure you'd get more people that have experience and interest in Necromunda to comment on this.
As far as Necromunda goes how does I'm not sure. I think that the system is just about right in terms of how lethal things are. This system would increase the lethality of the whole game. I like the 10+ on the wound table and the critical hit table that you have listed. But wouldn't this system favor large gangs and also shooty gangs? Those are to groups that already do well, almost too well, in Necromunda.
In a larger gaming sense, since this is the game design section, I find that open ended systems don't really tend to work that well. Not because good rules for them can't exist, but because they cause troubles with the whole system. Every game uses some kind of system (stats, dice rolls, target numbers, hit dice, etc) to separate powerful characters from wimpy ones. But open ended systems always throw a wrench in this.
Once in high school the guys in my gaming group wanted to play with open ended rolls. We tried it in several RPGs that we normally played a lot, mainly Palladium's Teenage Mutant Ninja Turtles and Advanced Dungeons & Dragons. The players initially liked it, especially when they rolled some kind of unexpected and extremely damaging critical regardless of who the target was.
The problems arose with regard to balance. Suddenly powerful bad guy NPCs or really tough monsters became much easier to kill. After all, the more dice you roll the more likely you are to start to rack up extra damage. On several occasions a really tough monster or villian was cut down far too easily by the players, this led to some really anti-climatic endings to a few story archs or adventures.
But the clincher came when the players discovered that the monte haul boon of open ended rolls cuts both ways. An ambush by goblin archers once became a death trap for the whole party. The battle had been intended mainly as a small skirmish to antagonize the party and make them track down the goblin's lair. But instead the massed amounts of goblin arrows scored multiple critical hits and reduced the party's two toughest fighters to negative hit points. This was just dumb luck and would have never happened normally. The remaining party members didn't have high enough armor classes or hit points to survive the goblins continued attacks.
It was a massacre, and the campaign ended right there. After that interest in open ended rolls ended abruptly.
|Author:||cykotek [ Wed May 31, 2006 1:31 am ]|
Open-ended rolls work quite well, if the system is designed to use them. Take Shadowrun, for example. All the D6 rolls are open-ended - and sometimes (especially if the difficulty is quite high) the open-ended roll is the only way to succeed. Of course, SR is one of those games that tend to use a fair number of dice.
Just plugging open-ended rolls into a system not designed for it is bound to cause problems. As witnessed by your D&D experience, Truckler.
The thing to remember is, Necro already has open-ended rolls. Take, for example, the roll to hit a target at "impossible" odds - needing a 7+, an 8+...
I actually like this concept, and you have to remember that the odds of getting 18+ are really, really slim. Because, unlike SR, you are only rolling one D6. Sure, it may favour the larger gangs slightly, but it will actually favour close combat more than shooting.
How? Simple - the chance for a critical hit comes when you roll to wound. Seeing as how it is close combat that has the massive number of hits, compared to the typical single hit from shooting attacks, this gives the brawlers more likelihood to do critical damage.
That said, I don't like the "unconscious" result. That would require too much book-keeping. Perhaps change it to making the damage High Impact, thereby doubling the odds of taking them OOA.
|Author:||softwhisper [ Wed May 31, 2006 3:52 am ]|
actually, white wolf has an open ended roll as well, called the "ten again" rule. you get to re-roll any d10 that hits 10 again and continue rolling it and accumulating successes as long as you continue rolling 10's. because it's a d10 system, the odds are much more difficult than a d6, making it more balanced. another balancing factor is that it only adds "successes" and not neccesarily a large amount of damage. each success is one health level of damage, which can be absorbed by armor.
different from this system is the non-open-ended d10 system in Exalted, in which rolling a 10 simply means you get two "successes" rather than one. the target number is lower as well to compensate for this. and due to the nature of the game, a lower target number makes sense, as you are all considerred very extrordinary individuals as your characters, better able to pull off amazing feats or tricks.
|Author:||Auzure [ Wed May 31, 2006 7:28 pm ]|
On the specific embodyment for Necro, I'd swap the "unconscious" result with something fun like:
"Horrible Scream" -- The wounded fighter lets out a bone chilling cry of agony. All members of his gang within 6" must take a break check.
"Bleeder" -- The shot immediately causes D3 flesh wounds in addition to the normal injury roll.
|Author:||Dr_Remulack [ Thu Jun 01, 2006 7:44 am ]|
I love the bleeder result. That's a great idea.
I may just use that.
|Author:||saghir [ Sun May 23, 2010 11:11 pm ]|
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|Author:||Vanspyrer [ Mon May 24, 2010 4:50 pm ]|
I think that 10-11 armor saves should be replaced, as armor isn't that useful in the first place in necro. . . maybe cause additional flesh wound?
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