SableWyvern
Mongoose
I've decided to start a separate thread on this (split from the Anomalies thread) because I think my suggestions below have the potential to significantly simplify the Timing/Effect system while simultaneously addressing some of the concerns that have been expressed with it as it stands.
Simplfication
Under this system, there is no need to ever apply any modifiers to the Timing or Effect die to account for skill or situation. Bonuses and penalties to the skill roll automatically influence the quality of Timing/Effect results.
Adjustment of Probabilities
As a result of that, concerns expressed by some people that excellent Effect and Timing results are most probable are dealt with and fixed. Good results are most likely when checks have positive modifiers, and least likely when checks have negative modifiers.
The basic fix is to make low Timing/Effect results good, and high results inferior, in a fashion similar to the blackjack structure found in some roll-under systems. This achieves two things.
The objective becomes to roll as low as possible, while still getting a total of 8+. Since high Timing/Effect are inferior, checks made at a -4 net modifier and requiring 6-6 for success automatically get the worst possible results if passed, instead of starting with the best possible result and then being degraded by applying modifiers. Positive modifiers to skill checks enable lower (and thus better) successful rolls by default.
The changes required would be as follows:
For general skill use:
- Result of the Timing die becomes a straight multiplier - no need to reference a table or calculate 7 - Die Roll.
- Effect results table is reversed (1-2 is exceptional, 5-6 is mininal success)
For combat:
- Initative structure would need to be reversed. Initiative value increases as you move/aim/etc, drops by two each increment phase, and you act on Initiative 1. Starting initiative would be 1d6-Dex mod. Apart from changing negative modifiers to positive and vice versa, the system as it stands wouldn't really need to be altered. The mechanical results of this system would be exactly identical to the current one.
[Edit: If you really wanted, you could keep the current initiative system, and use the current Timing chart to apply to the Timing die in combat. Just shifting to a low iniative = better system would be much simpler, however.]
- The tricky one is that you could no longer read the Effect die as a straight damage bonus or multiplier. This might be the deal breaker. Then again, we already have a reversed value table for the current Timing system, so maybe it's workable. Or, perhaps there's another way of working damage to suit low Effect = better.
Thoughts?
Edit: One workable option for damage would be to change to an Xd6 damage system, as some people have already suggested. In that case, an Effect of 1-2 could add 1d6 damage, and 5-6 Effect subtract 1d6 damage, which would be easy, consistent with the normal Effect Table, and not require any maths or table lookups to make it work.
Simplfication
Under this system, there is no need to ever apply any modifiers to the Timing or Effect die to account for skill or situation. Bonuses and penalties to the skill roll automatically influence the quality of Timing/Effect results.
Adjustment of Probabilities
As a result of that, concerns expressed by some people that excellent Effect and Timing results are most probable are dealt with and fixed. Good results are most likely when checks have positive modifiers, and least likely when checks have negative modifiers.
The basic fix is to make low Timing/Effect results good, and high results inferior, in a fashion similar to the blackjack structure found in some roll-under systems. This achieves two things.
The objective becomes to roll as low as possible, while still getting a total of 8+. Since high Timing/Effect are inferior, checks made at a -4 net modifier and requiring 6-6 for success automatically get the worst possible results if passed, instead of starting with the best possible result and then being degraded by applying modifiers. Positive modifiers to skill checks enable lower (and thus better) successful rolls by default.
The changes required would be as follows:
For general skill use:
- Result of the Timing die becomes a straight multiplier - no need to reference a table or calculate 7 - Die Roll.
- Effect results table is reversed (1-2 is exceptional, 5-6 is mininal success)
For combat:
- Initative structure would need to be reversed. Initiative value increases as you move/aim/etc, drops by two each increment phase, and you act on Initiative 1. Starting initiative would be 1d6-Dex mod. Apart from changing negative modifiers to positive and vice versa, the system as it stands wouldn't really need to be altered. The mechanical results of this system would be exactly identical to the current one.
[Edit: If you really wanted, you could keep the current initiative system, and use the current Timing chart to apply to the Timing die in combat. Just shifting to a low iniative = better system would be much simpler, however.]
- The tricky one is that you could no longer read the Effect die as a straight damage bonus or multiplier. This might be the deal breaker. Then again, we already have a reversed value table for the current Timing system, so maybe it's workable. Or, perhaps there's another way of working damage to suit low Effect = better.
Thoughts?
Edit: One workable option for damage would be to change to an Xd6 damage system, as some people have already suggested. In that case, an Effect of 1-2 could add 1d6 damage, and 5-6 Effect subtract 1d6 damage, which would be easy, consistent with the normal Effect Table, and not require any maths or table lookups to make it work.