Deleriad
Mongoose
I've been thinking about making a change to the opposed rolls rule:
If all parties fail then no one wins and the situation remains as before.
Opposed rolls (not counting dodge, parry, persistence etc which aren't really opposed) aren't actually used that often in MRQ. Main uses I've come across are:
Stealth vs Perception
Influence vs Influence
For example, someone tries to sneak past a guard in reasonable cover (i.e. no modifiers each way). Both parties are 40%. If both parties fail then "nothing changes" the sneaker doesn't sneak effectively but the perceiver is not alert enough to see anyway. If the sneaker is trying to do something outrageous then a "very difficult" modifier of -40% might go to the sneaker and +40% to the perceiver.
Influence vs influence, both at 40%. One person tries to convince the other that he is a good friend of local noble. Both fail and "nothing changes" - i.e. the listener has not been convinced.
If a result is mandatory (e.g. an opposed athletics test for arm wrestling) then after a bout of arm wrestling no one has won so the contest is redone.
This is how opposed rolls first surfaced in Pendragon. It means that, with low-skilled characters, the tendency is for the current state of affairs not to change. With MRQ, with two equally skilled characters then the range of outcomes of 90% vs 90% is basically the same as 40% vs 40%.
Anyone else used this? If so, how did it go?
If all parties fail then no one wins and the situation remains as before.
Opposed rolls (not counting dodge, parry, persistence etc which aren't really opposed) aren't actually used that often in MRQ. Main uses I've come across are:
Stealth vs Perception
Influence vs Influence
For example, someone tries to sneak past a guard in reasonable cover (i.e. no modifiers each way). Both parties are 40%. If both parties fail then "nothing changes" the sneaker doesn't sneak effectively but the perceiver is not alert enough to see anyway. If the sneaker is trying to do something outrageous then a "very difficult" modifier of -40% might go to the sneaker and +40% to the perceiver.
Influence vs influence, both at 40%. One person tries to convince the other that he is a good friend of local noble. Both fail and "nothing changes" - i.e. the listener has not been convinced.
If a result is mandatory (e.g. an opposed athletics test for arm wrestling) then after a bout of arm wrestling no one has won so the contest is redone.
This is how opposed rolls first surfaced in Pendragon. It means that, with low-skilled characters, the tendency is for the current state of affairs not to change. With MRQ, with two equally skilled characters then the range of outcomes of 90% vs 90% is basically the same as 40% vs 40%.
Anyone else used this? If so, how did it go?