Random Events / Attack Roll Fumble
On the other HQ forum, Knightkrawler proposed a simple rule: "If you roll all black shields in your attack, your attack is so bad you hurt yourself (One Body point)."
It was a great idea, but it would mean that the more combat dice you rolled, the chances one had to fumble dramatically lowers - the Wizard alone would be playing Russian roulette with each attack roll! After much back and forth, with the odds and alternatives, I came up with this:
I also added:
I wish to add to the above that an event on the Random Event Phase only occurs when the Evil Wizard Player rolls a Black Shield with a single combat die roll, on any given turn.
I bring this rule (with ideas to expand upon it) here to introduce it to a wider audience, and to get more feedback on it. So if this rule - whole or in part - interests you, then what do you think about it?
It was a great idea, but it would mean that the more combat dice you rolled, the chances one had to fumble dramatically lowers - the Wizard alone would be playing Russian roulette with each attack roll! After much back and forth, with the odds and alternatives, I came up with this:
Malcadon wrote:How about using the "wild die" concept from WEG's D6 RPG system? Where no matter how many dice you roll, one die must be assigned as a "wild die," which is marked or colored differently from the other dice. If you roll a 1 (or in this case, a Black Shield) on the "wild die," then there is a minor complication that hinders the character in some way... In your case, the attacker loose a single Body Point, but there is room for other complications. This is not effected by larger dice rolls, as only one die is effected in any given roll, and the odds remain the same.
How about this: If the "wild die" rolls a Black Shield in combat, roll a d6 for the following effect:
Combat Fumble Chart
1 - Weapon Brakes! The attacker's weapon is rendered useless and must fight with with a dagger (or fist) until a better weapon is drawn (if any). Artifact weapons just drops (see below).
2 - Weapon Drops! If The attacker fail to kill the opponent outright, your next attack would be with a dagger (or fist). After which, the weapon is freely retrieved.
3 - Dazed! Attacker looses next attack or action.
4 - Foot Caught! Attacker looses next movement action.
5 - Clumsy Swing! Attacker takes one hit form his own weapon (with no defense roll).
6 - Luck is on Your Side! Re-roll the die, and apply results to the defender. If a 6 is rolled again, then apply the results from the following:
Found a Weak Spot! Defender cannot roll for defense for this attack.
When applied to movement rolls (when the "wild die" rolls a 1), then the Hero might trigger a random event, or stumble onto a trap or treasure:
Random Event Chart
1 - Wandering Monster! Hero faces a Wandering Monster in the same fashion as the Treasure Cards of the same name.
2 - Hazard! Hero stumbles into a crude trap or hazard, and looses one Body Point.
3 - Foot Caught! The Hero looses next movement action.
4 - Torch Blew Out! The Hero can still act normally, but for one turn, his visibility is limited to all adjacent (and diagonal) spaces.*
5 - An Old Blade! The Hero finds a discarded knife, shaft-less spearhead or broken sword. Gain a free dagger!
6 - Gold! In a discarded coin-pouch, you find 5 gold coins.
*As an alternative (and to make the table less tough on the Heroes), #4 could be a something that triggers the recovery of 1 Body Point. Something like eating some food, or finding bandages or the like.
I also added:
Malcadon wrote:With the Combat Fumble Chart, it would really spice-up combat. Although, much of it is geared towards the defender's favor (unless the attacker rolls a 6), as long as this rule is applied to both attacking Heroes and Monsters, the players should not have any real issue with it beyond the added layer of rules.
With the Random Event Chart, it would really add a greater level of uncertainty to the exploration. The players might hate it for the added randomness and for the fact that this rule only effects the Heroes. The alternative 1 BP healed outcome was to keep the chart even with the good and bad events. An alternative to this rule could be a new phase at the beginning of the turn called the Random Event Phase, where the Evil Wizard Player rolls a combat dice to see if a random event occurs during the turn. The effects of a random event could happen to the whole party or just one random hero (WarhammerQuest-styled Event Cards are ideal for this sort of thing).
Although, the chart(s) maybe substituted with a customized deck of cards, which would be unbounded by the limits of a dice roll (and with cool pictures and flavor text to highlight what just happened).
I wish to add to the above that an event on the Random Event Phase only occurs when the Evil Wizard Player rolls a Black Shield with a single combat die roll, on any given turn.
I bring this rule (with ideas to expand upon it) here to introduce it to a wider audience, and to get more feedback on it. So if this rule - whole or in part - interests you, then what do you think about it?
