header

Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Home arrow ORE Rules arrow Experimental Rules arrow The Astonishing Dewhiff-O-Matic
The Astonishing Dewhiff-O-Matic PDF Print E-mail
Written by Benjamin Baugh   
Friday, 04 July 2008

One of the regular criticisms of the One Roll Engine is the (perceived or real - debate rages) issue of whiff with dice pools lower than 6.The odds say with 4d you've got even odds of throwing some kind of set, but for whatever reason, it sometimes doesn't feel that way. And lets be honest- whiff sucks.

When I'm playing, I hate it. I hate coming up with some cool action, and then having the dice come up junk, and having no impact on the scene or larger action. Moving nothing along. Accomplishing nothing.

In terms of opportunity to whiff, ORE is pretty tight- the single roll means things revolve back around pretty quickly, without needing a lot of table time to resolve everyone's action. Plus, you don't end up with that final disappointing whiff after a chain of otherwise successful rolls... the dreaded awesome hit stuck with a crappy damage roll.

But there's still whiff in the system, and more and more I've become obsessed with making failure interesting.

Not just in the descriptive sense via basic GM-FU, but in terms of making it interesting for the player. Making failure of a declared action into an opportunity a player will relish rather than into another a dull negation.

To this end, here's my first pass at a simple plug-in gadget you can use in your ORE implementation of choice.

Generally, I'd only give players access to these new rules. I wouldn't use them for NPC's, unless they're really important and you want them to have a little extra kick. It's also one more thing to keep track of and you've likely got enough to worry about.

So, you declare, roll, resolve, and.... crap. You got nothing. Just a pile of lose dice staring at your with those beady numeric eyes. What good are they?

Look at them again.

What you're looking for here are sequential numbers. Straights.

A Straight gives you three pieces of information, but you only need one for the very basic implementation of this gadget.

Top - the highest number in the series.

Bottom - the lowest number in the series.

Length - how many dice are in the straight.

If you want to note these things in some kind of short-hand, write them this way:

T-L-B for example "10-3-8" would be a top-10, length-3, bottom-8 straight. You could figure this out with only the Length and one of the endcaps, but this saves you doing any dirty dirty subtraction.

In the basic version of this gadget, you pick the one straight you want to use, if you have more than one (picking for length, top, or bottom).

If you've got nothing at all in sequence via a really impressive 1, 3, 5, 7, 9 roll, then pick the single die you want to be your Length 1 straight.

Now you're wondering just what the hell good is a straight?

Your character's efforts to accomplish something tanked, but you, the player, can still add something to the scene. A Straight lets you declare something to be true in the scene, adding some details, some advantageous bit of description, or whatever. Something cool your character may or may not notice, but something that'll help.

Length is the number of dice this thing is worth. Throw a 3, 4, 5 and you've got a Length 3 straight that's worth 3 dice.

In the basic version, Length becomes a pool of bonus dice you can take advantage of in the next round by describing how you exploit the details you created. You notice your opponent is weak on his left side when he hits you with his riposte or the sun breaking through the clouds will be in his eyes if you move just so.

If you work it into your Declaration, you can throw those dice to another player as an assist. "Hit him on the left! He's favoring his hand!"

That's the simplest way to implement it- look for straights and add bonus dice. These dice don't keep- use them for an immediate followup, or lose them.


The more complex and customized version would employ Top and Bottom to potentially interesting (but more complex) ways.

Possible uses for Top and Bottom

Tables - little tables like you see in One Roll generators which output specific kinds of detail frameworks based on the specific ORE game you're playing. A Top of 9 could generate 'Monstrous Over-Enthusiasm' and a Bottom of 7 'Emergent Hazard'... somebody's fire breath sets the roof on fire. Tables could also guide the general nature of the advantage and then the type of action which could benefit. You could end up with a Social advantage to a Physical roll... your intimidating scream improves your chance to land a telling blow.

Timing- Top could stand-in for Sense when declaring a single action. Rather than gain bonus dice, you get a sudden inspiration which allows you to make a sounder decision to act. Bottom could stand in for Width when resolving your actions, as the advantage you declare gives you a little edge in speed. Again, you get this benefit rather than the bonus dice.

Who it Helps... or Hurts - if Top is even, you get the bonus dice. If Top is odd, the bonus dice are a penalty suffered by an opponent. If Bottom is Even, you get the bonus (or to say who suffers the penalty), if Odd, one of your allies gets the bonus, or says who suffers.

I can think of half a dozen other schemes, but you get the idea.


So that's the gist of it. Straights get you a little something extra, some brief external advantage or useful condition, as well as a little bit of authorial license to add something cool to the scene outside your character's actions. There is no whiff, because ever die roll made by a player generates something.


What's the upshot of this?

There may be times when a player chooses to roll with a small dice pool in order to generate straights. Blowing a roll means at least 1 bonus die. A real expert might even use his wiggle dice to extend a straight, and deliberately fail a roll. It becomes self-limiting with higher dice pools, as the chances of success essentially work on the inverse of straight generation.

Some questions...

Should rolls which are actively defeated be permitted to generate straights?

For example, should I get the benefits of a straight if I roll a 2x5 to attack, but I get tagged for a 3x7 first and lose a dice from my set, breaking it? How about if that die were gobbled by an opponent's defensive action?

I'm inclined to say no, the straight should only be reserved for the true whiff, but it's open for debate.

Thoughts?

Comments
Add NewSearchRSS
snowRaven   | Registered | 2008-07-07 00:51:44
:woohoo:

Awesome idea!

I've been using Odd rolls to similar effects (any roll where all the Waste dice are odd creates an unusual or unexpected effect - that can either be helpful or harmful) but this is a great addition.

(Yes, my players also complain about the lower dice pools, despite the odds)
JTS   | Registered | 2008-07-10 07:09:45
Great Idea.

Like you, I'd suggest that if you made a Set, you don't get a Straight. It's either or, even if you end up losing that Set due to damage or gobble.

I'd put a cap on Length, such as 3d, so as not to potentially overpower this, but the deliberate Whiff is a great tactical option.

I'm using this next time I play.
Trismegistus   | Registered | 2008-07-10 10:12:59
This is an awesome idea. I agree with the other comments: straights and sets are mutually exclusive.

The other thing I'd probably do is make it so that you can only give bonuses/penalties to others: Whiffing your roll means you personally get no benefit, but you do get to say something about the scene that affects others. In other words whiffing = depersonalized narrative control.
ArashiNoMoui   | Registered | 2008-07-21 20:03:05
Based on some discussions with my players, I've gone for far simpler version.

A straight is any two or more consecutive numbers.

If a player fails a roll, but as a straight, they get a number of drama points to hand around the table to as many, or as few other players as they like. However, they cannot give them to themself.

If a straight is created, or previously exists, by a successful roll that has been gobbled then the player gets 1 drama point to distribute.
JTS   | Registered | 2008-07-22 10:24:43
Arashi- Have you tried your version out in actual play? It sounds more complicated, not less, than the original. I'm open to either, just wondering if you'd implimented it yet.

Regarding the original idea, I wouldn't use Bottom, but you might use Top in the same manner as Height; ie. if you were rolling for an activity with a Difficulty, then your Top would have to match the Difficulty in order to gain the dice from the Straight. Just an idea.
Only registered users can write comments!

Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
< Prev   Next >
Free Joomla Templates