Time vs. Risk

Time vs. Risk
Most skills automatically succeed if the party takes a Turn to do them (searching for secret doors, disarming traps, deciphering text, detecting magic, etc), incurring an Exploration Die roll. A Skill roll can be made to perform the task quickly, not triggering an Exploration Die roll. But if a natural 1 is rolled, roll on the Calamity Table.

The Exploration Die would be something like Gus L's with a combo of encounters, light, magic, and fatigue.

The Calamity Table would be ambushes, equipment breaking or lost, etc.

Comments

  1. Well not automatically succeed - but no penalty for failure, you can repeat trying to pick the lock or decipher the inscription - it's just that your torches burn down, the creeps come creepin' and you start getting hungry.  Generally I give a 3 in 6 for class skills at 1st - 3rd, 4 in 6 4th - 7th and 5 in 6 7th - 10th levels.

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  2. Like a random encounter check, but with things like light sources expiring and hunger added.

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  3. Edgar Johnson It's something that Brendan S and some others basically started and that several of us G+ GM's have been using for a few years now.  The way I use it is:

    When one rolls the random encounter die every turn (or more specifically every time the party moves or stops to act), each pip does something.  Generally for me it's a D6 with:

    1- Random Encounter.
    2- Random clue (noises - etc).
    3 - Torches/candles burn out.
    4 - Better light (Lanterns) are half empty.
    5 - Active magic fades (i.e. your unseen servant goes home after two or three of these)
    6 - Party suffers exhaustion, after three they must eat/rest (with more random encounter chances) or suffer penalties.

    Now sometimes random encounters are on 1-2 and such, but generally the idea is to make all in game activities have consequences.  The party can dilly-dally and fiddle with a locked door or something but they will use resources up and generally risk running into nasty things.  It works well instead of tracking provisions/light/spells but depends on:
    a) Random encounters that are nasty and give the party little or nothing - that is OD&D style random encounters and XP=GP.
    b) An actual encumbrance system - LOTFP has a decent one, but I go more restrictive: STR = significant items carried (with some items like torches bundleable).

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  4. Thanks for the explanation Gus L. That's a really cool idea.

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  5. Edgar Johnson It works quite well in play.

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