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Reflex check removal

Started by rway218, November 01, 2018, 03:44:47 PM

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rway218

Hello, It's been some time.  I do want to ask the community a question:

We are revamping Salem World, and are thinking of removing the Reflex Check requirement for Missile weapons.  

Current system:  When firing a Missile weapon (Bow, Sling, Some firearms) you have a "to Hit" roll that matches your skill level in that weapon.  Example:  Skill of 4 with a Bow, so I must roll a 4 or less (1d8) to hit.  After that, you would roll a reflex check (another 1d8) to see if you controlled the weapon enough for full damage.  

In essence, you can be successful at hitting the target, but fail at full damage.

Unskilled use of the same weapon requires both checks (the GM sets the "to hit" target for unskilled use) to even hit, and always for half damage.

We are thinking of taking the second roll away for anyone with that skill, and modifying the unskilled use to mirror the current skilled use (two successes for full damage, one for half).

I hope I gave enough info for you.  Thanks in advance

Tod13

How often do you use the same pattern (one roll for skilled, two rolls for unskilled)? Consistency helps me remember how things work.

The Advantage/Disadvantage setup of "roll two pick higher/lower" is popular too, and could speed things up.

rway218

Quote from: Tod13;1063254How often do you use the same pattern (one roll for skilled, two rolls for unskilled)? Consistency helps me remember how things work.
We have that only with missile weapons.  As it stands even skilled users have to make two checks (they get full damage with both successes and the unskilled get half or nothing).  Some firearms have a note that they don't require a reflex check at all unless they are unskilled.  So, would that be a better pattern for all missile weapons?

Quote from: Tod13;1063254The Advantage/Disadvantage setup of "roll two pick higher/lower" is popular too, and could speed things up.
I may add that to the Regent(GM) section as an option for weaker groups or new players.  Thanks!

Tod13

Quote from: rway218;1063332We have that only with missile weapons.  As it stands even skilled users have to make two checks (they get full damage with both successes and the unskilled get half or nothing).  Some firearms have a note that they don't require a reflex check at all unless they are unskilled.  So, would that be a better pattern for all missile weapons?

I would apply it to all missile weapons. I hunt with handguns and have hunted with rifles, shoot sporting clays (think skeet using bird flight patterns from hunting, that change every few months), and shoot a crossbow and have shot bows in the past. (I suck with throwing knives--but my wife is pretty good.) If the rule applies to one type of missile weapon, I would apply it to all.

The only real exception would be crew served weapons like ballistas, trebuchets, mortars, and cannon.

My actual preference would be to not use it at all. But if you can roll both die at the same time, that would help.

Quote from: rway218;1063332I may add that to the Regent(GM) section as an option for weaker groups or new players.  Thanks!

I was thinking of it more to increase speed of play. But I think we established last time my players are not your target play style.

rway218

Quote from: Tod13;1063363My actual preference would be to not use it at all. But if you can roll both die at the same time, that would help.

They can and do, most times, roll both at the same time.  I have them try to use two different color dice, and call the color for each roll.  In some of our feedback, we have had the comment that the extra roll should be dropped all together (reflex).  I think we will now for the most part.  We will keep it with primitive firearms that need excess control, and for unskilled use for the same reason.


Quote from: Tod13;1063363But I think we established last time my players are not your target play style.

What would you say my target play style is?  And, how could the game or mechanics be better geared to your player's target style?  I authored the system and mechanics, so I can make needed changes to better serve the RPG community.

On a side note:  Would you (or anyone) like to see a 5e conversion so characters can pass between worlds?

Quadrante

Quote from: rway218;1062702I hope I gave enough info for you.  Thanks in advance

What if you use the difference between the skill and the diceroll to determine the result.

Skill level 4, roll of a 2 on a D8 = diffrenece +2

The difference then could be the modifier on damage.

Tod13

Quote from: rway218;1063401What would you say my target play style is?  And, how could the game or mechanics be better geared to your player's target style?  I authored the system and mechanics, so I can make needed changes to better serve the RPG community.

I missed this question, sorry.

My players like a really light system. Our homebrew uses opposed die rolls (one die on each side but dice may not be the same size). Die sizes go up or down based on circumstances and role-playing. Damage is based on level and not rolled. Weapons and armor are basically fluff. James Bond with a .32 takes down an orc just as fast as Rambo with a 7.62, if Bond and Rambo are the same level. (We wanted to emphasize character concept and role-playing, not picking the best equipment.)

There is nothing wrong with your game--it's just too detailed for what my players prefer.