Showing posts with label Variable Whatever System. Show all posts
Showing posts with label Variable Whatever System. Show all posts

25 April 2022

Table: Variable Resolution System

The premise: Each time a player character attempts an action with an uncertain outcome, roll on the table below to determine the method of resolution.

Variable Resolution System

Roll 1d12

1. Roll equal to or lower than stat.
2. Roll and add stat (or stat modifier) to beat difficulty.
3. Roll number of dice equal to stat to beat difficulty.
4. Roll and consult combat matrix.
5. Stat and difficulty are rated by die-step. Highest roll wins.
6. Stat and difficulty are rated via Fudge trait ladder. Resolve with 4dF.
7. Compare relevant stats and/or difficulty. Highest value prevails.
8. Flip a coin. Heads = success; tails = failure.
9. Throw darts. Player gets number of darts equal to stat; GM gets number of darts equal to difficulty. Highest score prevails.
10. Play Rock-Paper-Scissors. Player with advantage can call for best two out of three.
11. Play tiddlywinks. Victor prevails.
12. Break out the nerf guns.

[The above is a table of the Table of the Quasi-Answerable.]

30 March 2022

Table: Variable Experience System

The premise: Each adventure, roll on the table below to determine how experience points will be gained.

Variable Experience System

Roll 1d12

1. Treasured gained.
2. Treasure donated.
3. Monsters defeated.
4. Monsters encountered.
5. Monsters befriended.
6. Puzzles solved/traps avoided.
7. Perils escaped.
8. Magic acquired.
9. Victims rescued.
10. Wrongs righted.
11. Plots thwarted.
12. Roll twice on this table. Re-roll duplicates.

23 January 2022

Table: Variable Spellcasting System

The premise: Each time a spell is cast, roll on the table below to gauge its efficacy.

Variable Spellcasting System

Roll 1d12

The spell is cast successfully...

1. If the caster makes an oath never to cast it again.
2. But the caster lapses into a state of suspended animation for 1d30 days.
3. But the caster will be unable to use magic for 24 hours.
4. But requires the promise of a favor to a higher power.
5. But the caster's current health is diminished by 50%.
6. But requires a sacrifice of material value.
7. But is forgotten and may be rememorized later.*
8. And with panache, raising the morale of allies whilst lowering that of foes.
9. And is increased in potency.
10. And is doubled in efficacy with regard to range, duration, or area of effect.
11. And is tripled in efficacy with regard to range, duration, or area of effect.
12. And is retained in memory for future casting.**

Note that this system assumes the use of a "Vancian" magic system in which spells are considered to be successfully cast unless countered or disrupted. Magic systems that require skill rolls for spellcasting may use the table above if a spell is successfully cast.

* Alternatively: But the casting time is doubled.
** Alternatively: And the casting time is halved, permitting another action.

22 January 2022

Table: Variable Wound System

The premise: Each time a successful attack is made, roll on the table below to determine how damage is determined.

Variable Wound System

Roll 1d12

1. Roll damage and deduct from target's hit points, health, or the equivalent.
2. Roll on an appropriate critical hit table and apply the result.
3. Roll on a hit location table. That area is scratched.
4. Roll on a hit location table. That area is injured.
5. Roll on a hit location table. That area is destroyed or severed.
6. Reduce target's Constitution, Stamina, or the equivalent by 10-60% (1d6).
7. Reduce target's Dexterity, Agility, or the equivalent by 10-60% (1d6).
8. Target's movement rate is halved.
9. Target is tripped and/or disarmed.
10. Target is flung backwards and must roll to remain standing.
11. Target is stunned briefly.
12. Target is knocked unconscious.

N.B.: If you lack a hit location table, try Hit Location Tables for All Occasions or the Extendable Random Hit Location Generator.

30 November 2021

Table: Variable Initiative System

The premise: Each combat round, roll on the table below to determine the initiative system to be used for that round. Embrace the variability.

Variable Initiative System

Roll 1d10

1. Each side rolls 1d6. The side that rolls highest acts first.
2. Each player rolls 1d20. PCs act in order from highest to lowest.
3. PCs act according to Dexterity in order from highest to lowest.
4. Players draw cards and act in order from highest to lowest, but can pass their turn and act later.
5. Play proceeds clockwise around the table.
6. Play proceeds counterclockwise around the table.
7. Players put their PCs' names in a hat; the GM puts the NPCs' names in the same hat. PCs and NPCs act as their names are drawn. Those with multiple attacks get their names in the hat more than once.
8. PCs act according to the players' age: eldest to youngest.
9. PCs act according to the players' age: youngest to eldest.
10. Use a spinner to determine who acts first. The first player decides who acts second, the second player decides who acts third, and so on.