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Thread: Doors and Corners

  1. #1
    UN Basic Recipient
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    Doors and Corners

    The Doors and Corners article sounds a lot like Fate in the way the Expanse RPG handles damage. Anyone else get a Fate vibe from it?

  2. #2
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    Re: Doors and Corners

    Quote Originally Posted by Jason_Sunday View Post
    The Doors and Corners article sounds a lot like Fate in the way the Expanse RPG handles damage. Anyone else get a Fate vibe from it?
    I thought the same thing. Seems like it will be really interesting.

  3. #3
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    Re: Doors and Corners

    No, it sounds like an idea I had years ago for my D&D game,
    Using hit points like luck, and expanding the use,

    The dragon is on its last legs, but still dangerous, does the fighter spend his luck in a last ditch attempt to take out the dragon with all he has left?, but doing so leaves him vulnerable, if he fails it will surely be fatal,

    Resource management adds options

  4. #4
    OPA Belta
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    Re: Doors and Corners

    I like the approach with fortune and conditions ... but two things seem strange: First, why another randomizer für injuries and wounds? Damage is already rolled, so why add another roll for how much damage an injury absords? Why not just have it, say, absorb 4 or 5 points?
    And second: Just 1d6 per condition? And just two conditions? That probably means that if you roll bad, you'll burn to your last few fortune points, your injury and your wound and still end up taken out.

  5. #5
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    Re: Doors and Corners

    Quote Originally Posted by Jakob Schmidt View Post
    I like the approach with fortune and conditions ... but two things seem strange: First, why another randomizer für injuries and wounds? Damage is already rolled, so why add another roll for how much damage an injury absords? Why not just have it, say, absorb 4 or 5 points?
    And second: Just 1d6 per condition? And just two conditions? That probably means that if you roll bad, you'll burn to your last few fortune points, your injury and your wound and still end up taken out.
    I agree to some extent... though I understand the desire to have luck play a part. Otherwise it's ALL resource management min-maxing.

    Personally, I'd say that the player can take 4pts per condition OR they roll for it. Kind of like the D&D HP level up, give the player the choice of taking the (slightly above) average result or push their luck with the dice.

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