Can't use Possibility to cancel Mishap?

Nyarlathotep101
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Re: Can't use Possibility to cancel Mishap?

Postby Nyarlathotep101 » Thu Jul 27, 2017 3:45 pm

Ah. That seems a reasonable compromise.

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Atama
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Re: Can't use Possibility to cancel Mishap?

Postby Atama » Thu Jul 27, 2017 4:25 pm

Nyarlathotep101 wrote:Ah. That seems a reasonable compromise.

I agree with this.
“You are a bad person, and should feel bad.”
-TorgHacker (being tongue-in-cheek :D)

ZorValachan
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Re: Can't use Possibility to cancel Mishap?

Postby ZorValachan » Thu Jul 27, 2017 10:57 pm

Personally I dislike auto-fail in Torg. a 1 is a -10 bonus anyway (-12 in oTorg), so even if you have a maxed skill (13 attribute +3 adds = 16) a 10 is the "standard" DN, so you're still going to fail. get it to a +5 adds and still fail. Going to take Mastery, or some other perk/combat option to overcome. And you only start with 3 Possibilities per Act. If you want to use a possibility to get minimum damage, so be it.

It's one of the only 5 house rules I've seen to implement and it was #1.
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
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Faerol
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Re: Can't use Possibility to cancel Mishap?

Postby Faerol » Thu Jul 27, 2017 11:43 pm

Everyone should of course run the game in whatever way works best for their group... but I've found some of the best stories to come out of failures. Some of the best games I've played in and GMed included critical failure rules that resulted in some spectacular failures, which then required spectacular rescues and actions that made for a lot of fun. Every group is different though, and I can understand why many people don't like a guaranteed failure percentage.

ZorValachan
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Re: Can't use Possibility to cancel Mishap?

Postby ZorValachan » Fri Jul 28, 2017 8:58 am

Faerol wrote:Everyone should of course run the game in whatever way works best for their group... but I've found some of the best stories to come out of failures. Some of the best games I've played in and GMed included critical failure rules that resulted in some spectacular failures, which then required spectacular rescues and actions that made for a lot of fun. Every group is different though, and I can understand why many people don't like a guaranteed failure percentage.


I just don't see where an automatic miss on a 1 needs this.
Example, In an oTorg game I rand a few months back: Party was fighting a mayan mage at Altun Ha in Belize (Aztec Empire succeeded in my campaign). They are fighting him on a pyramid and the Cyberpapal character shooting at him misses, but her gun is a heavy damage and it blows away chunks of rock that the Amazon is standing on. Amazon had to make acrobatics/DEX check to not fall down. didn't need the auto fail, CP character provided that on her own.

(1 of the few house rules I had in oTorg was weapons above a certain damage could/would take out background stuff on misses.)
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/


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