- Set DC of the fight (or have standard DC and assign modifier)
- Have a player narrate action up to the moment something could go wrong
- Make the check
- Hit: great, player does what he wants, fountains of blood, &c.
- Miss: PCs lose hp and/or spells; ref updates fiction (goblin strikes back)
- Repeat, but, each round, you can have the failure consequences escalate, losing an additional die of hp
Fighter is facing a goblin in a cave. ROUND 1. FIGHT!
GM sets DC at 15, with a modifier of +3.
Player: I rush the goblin with my spear; I’m gonna skewer him.
Ref: Okay, DC 15; you’re at +3.
Ref: You got it. What happens?
Player: [disgusting, gory narration enthusiastically recounted]
Ref: Lose d8 hp. Have any left?
If 0 hp
Ref: Sorry buddy, the goblin lunges for your legs, and the next thing you know he’s chewing on your throat. GG.
If hp left
Ref: Sorry buddy, the goblin lunges for your legs, and the next thing you know he’s got his fangs an inch from your throat. What do?
I’m going to list a ton of variants now.
- d20 vs gestalt DC
- d20 vs static DC with gestalt modifer
- with or without PC ability score and THACO / proficiency bonus mods
- Die size vs DC of 4
- 2d6 vs DC of 7
- 3d6 vs DC of 10
- 2d6 reaction roll:
- 9+: party wins
- 6-8: the party does damage, then (or simultaneously) suffers damage, repeat
- 5-: party suffers damage, repeat
- take damage = your HD
- take damage = monster’s HD
- take damage = monster’s normal damage routine
- take damage (on non-d20 check type) = one of the dice results, e.g.:
- For the die size check variant, rolling a d8 vs DC of 4, all failures will be 1-3—take that much damage each time, optionally escalating each round
- For the reaction roll or 2d6/3d6 variant, take one of the die rolls each time: lowest, middle, highest, perhaps escalating each round
- do not escalate consequences each round
- do escalate consequences each round
- players narrate up to the point where damage can be done (but no stabbing yet!)
- players can narrate damage to monsters before checks so long as not debilitating or fatal
- ref can’t narrate lingering injuries or consequences to players before hp 0 or round 2, 3, or X
- ref can narrate all kinds of injuries or consequences to players each time a check fails, perhaps from a monster-specific random table
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