* TAKES DEEP BREATH *
...all actions are resolved by a 2d6 reaction roll- and specifically a reaction roll: this is god/the spirits/the fates/the forces of the universe responding to your actions based on how much they "like" you.
(or, more specifically, how much they react in your favour)
...being that, beyond animals and plants being treated the same way we treat NPCs... isn't time to start thinking of the terrain and weather in the same way?
This idea also occurred as a result of how we're resolving skill/ ability checks in CITY OF GHOSTS at the moment, which I'll elaborate on towards the end of this post.
Bargaining with the Spirits
- Pariahs live in an animate world: the environment itself is not only alive but conscious
- Pariah actions represent an expression of their will, intent or preference within that environment
- The success of their actions depends on their ability to convince the environment that it is in its best interests to let that happen
Kevin Crawford's reaction roll table: hover for alt-text |
This reaction roll might be modified by the lead PC's charisma, or indeed by the party's reputation. On the NPC side, I prefer to make the roll favoured (roll 3d6, keep 2 highest) or unfavoured (roll 3d6, keep 2 lowest) to represent other contextual elements of the encounter, though this is perhaps not necessary given how Kevin's table is worded.
- Ritual and preparation needn't be pragmatic: before committing to an action, pariahs might offer sacrifices, ritual worship or promises of service in return for success
- ...this can also be addressed on an ad hoc basis, though the price might be higher: bumping the result up a whole step in return for the promise of carrying out some task or quest (or even something simple, like promising to come back and through something down the crevasse at a later date)
- Alternatively, Pariahs can simply expend HP to improve the result of any die roll: the outcome is negotiable!
Streamlining skills checks
Just to circle back from this fledgling idea, I wanted to take a look at how I'm (sort of) dealing with skill checks in the present campaign.
I didn't like how the outcome of how ability scores and skills interacted with one another in PARIAH, for the following reasons:
- Required the GM to set a DC/TN
- Required ad hoc mathematics
- Felt clunky and awkward: I was almost embarrassed to describe what a player had to roll and why...
- 3-5: -1
- 6-15: -
- 16-17: +1
- 18: +2
For the most part, ability scores confer no penalties or bonuses: however, at chargen the character's strongest attribute skews the selection of skills with which the character starts. Note that being skilled confers only a slight edge over an untrained person:
D6= untrained
D8=skilled/proficient
D10=expert
D12=master
Not only is this advantage only marginal, it's also swingy, especially when difficulty is factored in. When it is necessary to make skill checks, the check is against the GMs roll on an opposed die.
The player needs to beat the GM's roll to to succeed: the GM cranks up the size of the die they roll based on the context: D6 for something challenging for the untrained, D8 for a task even a skilled person would find challenging etc.
So: an untrained person doing a "challenging" task has about a 42% chance of success. There's also a 16.67% chance of the two rolls being equal: this grants players the opportunity to accept a "no, but..." result or sacrifice a hit point to improve the roll (success at cost).
Taking a look at the "1d6-1d6" distribution versus 2d6 distribution helped push me towards the mechanic outlined at the beginning of the post:
1d6 - 1d6 has the same graph as 2d6, just knocked down 7 steps, obviously! |
Reaction Rolls
This same arrangement can be used for bluffs, bargains, persuasion etc., all tempered by existing relationships of the pariah with the "mark".
Must go now, still have a few post labels to attach to remaining Kickstarter deliveries!
Links
Atop the Wailing Dunes: proto-Neolithic sandbox
https://aloneinthelabyrinth.blogspot.com/2022/07/atop-wailing-dunes-pariah-adventure-for.html
MOSAIC Strict Genius Loci
https://aloneinthelabyrinth.blogspot.com/2022/06/genius-loci-and-foothills-of-teeth.html
Initial Genius Loci post:
https://aloneinthelabyrinth.blogspot.com/2021/07/genius-loci-linking-encounters-hazards.html
Refining the concept:
https://aloneinthelabyrinth.blogspot.com/2021/11/spirit-of-wilderness-second-look-at.html
City of Ghosts Play Report
https://aloneinthelabyrinth.blogspot.com/2023/12/the-one-hour-pariah-sandbox-city-of_26.html
Rod of Lordly Might: skills
https://rodoflordlymight.blogspot.com/2009/03/skills-middle-road.html
Reaction Rolls and Reputation
https://aloneinthelabyrinth.blogspot.com/2021/01/reaction-rolls-and-reputation.html
World of Dungeons
https://johnharper.itch.io/world-of-dungeons
This post inspired me to think about a related idea I might post some time in the near future, where the dice themselves are Anima consciousnesses...
ReplyDeleteI really enjoyed your initial thoughts on that, shared elsewhere, and I'm really happy to have inspired you!
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