tag:blogger.com,1999:blog-2157827899758755280.post9168830358500993781..comments2020-03-02T22:16:18.615-08:00Comments on A Sea Deep, Cursed and Rotting: Major Events, Part IITalysmanhttp://www.blogger.com/profile/02162328521343832412noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2157827899758755280.post-32120330772870224062009-09-07T17:41:33.614-07:002009-09-07T17:41:33.614-07:00Oh, and about the impact of a +1 or +2: I just pre...Oh, and about the impact of a +1 or +2: I just prefer what other people refer to as low or coarse granularity. I keep the bonuses low, and I don't allow them to stack very much. The way I would run this game is: I would consider all the advantageous and disadvantageous factors in the current situation and decide if one side has an overall advantage; that side gets a +1, or a +2 if it's a huge advantage. This is assuming that the action and the opponent are in the same scale: there's be no need to roll for a typical human-sized opponent to lift a large galleon, for example.Talysmanhttps://www.blogger.com/profile/02162328521343832412noreply@blogger.comtag:blogger.com,1999:blog-2157827899758755280.post-22831366936810270812009-09-07T17:31:59.440-07:002009-09-07T17:31:59.440-07:00Hi Mark. A lot of these questions aren't answ...Hi Mark. A lot of these questions aren't answered here, since for generic actions and effects, I'm using a previously-developed set of rules.<br /><br />The 2d6 are used separately for speed and power. Lower results are better for speed because actions happen in order: first 1, then 2, etc. It's intuitive, and easy to handle. For power/effectiveness, bigger is better, which also seems intuitive. If the opponent is taking defensive action, your power must beat the opponent's die roll; ties are blocked. Otherwise, use the resistance number of the opponent's current defense, which might be <i>no defense at all</i>.<br /><br />The 3d6 roll isn't even the same kind of roll as the 2d6 roll; it's basically the same thing as rolling for random treasure or monsters in D&D. For maximum variety, I pick two numbers from the roll and use them to describe two different features: lowest result means where the event comes from, highest means what it moves towards or against. Since the lowest roll is the form of the event, the actual number rolled is the event's overall power. The actual numbers rolled on the other dice don't matter.Talysmanhttps://www.blogger.com/profile/02162328521343832412noreply@blogger.comtag:blogger.com,1999:blog-2157827899758755280.post-21896950938712173692009-09-07T15:38:10.289-07:002009-09-07T15:38:10.289-07:00Hi. Good use of ingredients. Two questions and a c...Hi. Good use of ingredients. Two questions and a comment. Why is a lower roll better/ faster for- seems like higher rolls are stronger in other cases?<br />Also, what if player rolls against gm and their strength is tied- reroll? The comment- giving gm ability to add/subtract 2 when you're rolling d6 is pretty impactful. Maybe there are mechanical limits like special cards or a set number of divine/ chaos interventions or each pc or ship or encounter can modify one roll per voyage etc- apologies if the rest of your posts answer these <br /><br />Markmark vallianatoshttps://www.blogger.com/profile/13223434028975458458noreply@blogger.com