Wednesday, November 11, 2020

Captain Kirk Style Failure

The below had its genesis years ago somewhere else on the internet. I don't recall where, but I have tried to synthesize my thoughts on the topic below.  If you recognize where it may have come from, let me know.

The scene, some baddy has Captain Kirk a phaser point.  Sometimes our heroic captain successfully disarms his captor, other time he doe not even try.  Rarely is it that he tries and fails, yet alone, gets vaporized. 

How to model this in games.  Some form of Degrees of Failure/Success mechanic.  Now D&D does not really model this approach and whit a d20 based resolution system, its probably for the best, though Mutants and Masterminds seems to make it work..  The closest it comes is the convention that something special happens on "Natural" 1s and 20s.

Not wanting to add more mechanics, I have settled to taking a more philosophical apprach to the idea.

Success = Success, you did what you were trying to do.  Ex. You disarm the opponent.

Nat 20 = Success, and a little bonus depending on the circumstances.  Ex. You disarm the opponent and end up with the weapon, or do it quickly and quietly enough no one hears.

Close Failure (within 5 or so) = Failure, no harm no foul. Ex. You try to move to disarm your opponent, but its clear it wont work and you take no action, go unnoticed.

Large Failure = Failure, with additional consequences.  Ex. You try to disarm your opponent, and they notice and may retaliate.

Nat 1 = Failure, with bad consequences.  Ex. You try to disarm your opponent, and a struggle ensues, they shoot, or want to knock you out now.

Its less a rule, and more of a fun thing to keep in mind to make consequences interesting beyond just roll dice pass/fail.


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