The Grand, Unified Opposed Roll System - poison

Deleriad

Mongoose
There's been a lot of chatter about using opposed rolls for combat. I personally like the idea of trying to have most things in a game rolled in roughly the same way and have been trying to see if it is possible to have a simple opposed rolls system that doesn't require matrices, spawn multiple levels of success and so on and that works roughly the same way in all/most circumstances. So remember

1. A "partial success" is what you score when you make your roll but lose the contest.

Consider being poisoned. A poisoning is an opposed roll of the poison's potency vs the victim's resistance skill - usually resilience. Looking at it from the victim's point of view:
* Critical or normal success (i.e. you win the contest): poison has no effect
* Partial success (you make the roll but lose the contest): poison has "half-effect"
* Failure or fumble: poison has full effect.

From the poison's point of view it is either administered effectively (makes its roll) or fails to be administered (fails its roll).

Compared to MRQ RAW this makes poisoning less deadly for low potency poisons as there's a fair chance that the poison simply won't take effect.

"Half-effect" means all of the following:
Any duration is halved
Any damage or effect is halved.

Imagine the following poison:
Pixie Dust.
Potency: 65
Delay: 1d6 combat rounds
Effect: Target loses 2 INT and tends to giggle a lot. Target gets -10% to all skills with INT as a base score.
Duration: 1d10 minutes.

If this takes half effect then the duration would be 1d10 minutes halved (i.e. if it rolls 7 then it last 3.5 minutes) and its effect would be -1 INT, occasional giggling and -5% to all INT based skills.

To me, this looks like a simple but effective system and it works in roughly the same way as combat with a partial success "blocking" some of the "damage". What do others think?
 
Hehe, you beat me to it...I was going to do a similar thing tonight.

Sounds great to me. The only downside is that as you say, poisons are less lethal, which is a shame as I think they're already a little on the weak side. As a mechanic though, it works very well.
 
Thanks for raising this, Deleriad. For things like Perception, the partial success also explains that "edgy feeling": someone could be suspicious that "someone's out there" after a partial success, but didn't see the character/thing in hiding. They have a choice - call for someone else (perhaps wake the sergeant of the guard), go and check themselves, or ignore it....
 
Halfbat said:
Thanks for raising this, Deleriad. For things like Perception, the partial success also explains that "edgy feeling": someone could be suspicious that "someone's out there" after a partial success, but didn't see the character/thing in hiding. They have a choice - call for someone else (perhaps wake the sergeant of the guard), go and check themselves, or ignore it....
Exactly.

For diseases what I'm thinking is:
Resistance:
Success - you do not get infected.
Partial success - you get infected but succeed at your next resistance attempt (i.e. you get the mildest version of the disease)
Failure - infected as normal.
 
Mild form of disease - but the character is still contagious, too. Hmmm. Nice. Where are my broo gone... :twisted: *

Matt? Loz? I hope you guys are following this as this seems to work nicely... I know it's not RQ "as is", but it helps put the the win/loss curves on an even feel and seems to feel good, too, from a flavour viewpoint...

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One of my groups met up with some broo tonight. The top broo started the battle by spitting on his spear....
 
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