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Post by Finarvyn on Sept 7, 2008 10:38:31 GMT -5
This may seem a bit bizarre, but I had this idea of running Amber using the Tunnels & Trolls dice system.
Basically, each side gets a bunch of dice based on stats or whatever. Both sides roll and you see who wins and by how much. Loser takes "damage" which means they get to roll fewer dice in the next round.
I think this could fit into Amber well because higher ranked characters get to start with more dice at the onset, but clever planners could get "plot dice" or something for doing something extra to prepare for the battle.
And there is always that possiblilty that the weaker person could have a steller roll and somehow gain the advantage, but the larger the difference between the two characters the smaller the probability of this happening.
Just something I was tinkering with.
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Dilvish
Low Rank in Amber
The damned
Posts: 76
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Post by Dilvish on Sept 7, 2008 18:27:01 GMT -5
I'd be interested in hearing more about this. Are you thinking of mixing this dice system with the current ADRP rules in some way or are you coming up with something totally different?
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Post by Finarvyn on Sept 17, 2008 22:02:14 GMT -5
Here's my current plan:1. Generate characters as per the standard ADRP rulebook. Then each attribute gets modified so that negatives don't pose a problem... Attribute / Cost / Raw Value Shadow / -25 / 5 Chaos / -10 / 20 Amber / 0 / 30 Ranked / N / N+30 2. Create an "Adjusted Value" for Psyche, Strength, and Warfare by adding the "Raw Value" for that attribute to 1/2 the "Raw Value" for Endurance. (This means that Endurance counts for each of the other 3 and is actually cheaper to buy!) Example: If a character has Amber Psyche (30 "Raw Value") and 15 Endurance (45 "Raw Value"), the "Adjusted Value" for Psyche would become 30 + (45/2) = 30 + 22.5 = 52.5, or 52 if you drop the decimal. 3. The number of dice to be rolled would be the "Adjusted Value" divided by 10, round up. Example: A 52 "Adjusted Value" would give 6 dice to roll. Example: A 59 "Adjusted Value" would still give 6d6. Example: A 50 doesn't round up, so only gives 5d6. 4. I don't want this system to be too random, so finally add 1/2 of the "Adjusted Value" to the dice roll. Example: A 52 "Adjusted Value" would represent a roll of 6d6+26. 5. Combat works as follows: * Both sides roll (plus adds) and see who wins and by how much. * The loser temporarilly drops his "Adjusted Value" by the number of points he lost the dice roll. * The loser re-calculates the dice+adds for the next round. * Conbat continues, following the above steps until someone surrenders, withdraws, or somehow the battle is ended. Example: Corwin (Warfare "Adjusted Value" of 30) battles Eric (Warfare "Adjusted Value of 25). Corwin rolls 3d6+15 and Eric rolls 3d6+12. Suppose both roll dice and Corwin's dice+adds give him 23 and Eric's give him 16. Since Eric loses by 7, his current level of Warfare drops by 7, from 25 to 18. In the next round, Corwin still rolls 3d6+15 but Eric only gets to roll 2d6+9. Eric needs to re-consider his options... What do you think?
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Post by Finarvyn on Sept 17, 2008 22:04:25 GMT -5
Just a note -- this sounds kind of complex at first, but really is a lot simpler than that.
Once you generate the characters and do an Endurance-Adjustment, you get new numbers that "become" the revised attributes. A character sheet could list both ADRP and Adjusted numbers, or simply drop the ADRP ones alltogether if you want it to look more simple.
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Post by keltset on Aug 10, 2009 9:29:31 GMT -5
Um ... didn't you post something like this here? Or is the other one a revision of this one?
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Post by Finarvyn on Aug 11, 2009 13:27:09 GMT -5
Got me on that one. I guess I forgot I had posted this when I wrote the other one. Think of this as the proto-system.
So ... back on the topic of the thread ... do you like the idea?
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