So the D6 Fantasy system has a Mettle skill.
This sometimes comes into play when the characters come up against a monster or creature that can cause them to be terrified. They fail the Mettle roll, they (in theory) will turn and run away in fear.
While this has given rise to several fun and crazy moments in my game, I'm thinking about reworking this and incorporating a house rule:
If you fail your mettle roll you have three options:
1. Flee:(nuff said)
2. Frenzy: You can attack but fear has altered your perception to the point that you are attacking wildly, and therefore your difficulty to hit the target creature has increased two difficulty levels. Missing results in a %50 chance that you hit one of your own teammates.
3.Freeze: You can do nothing the rest of the round but may make another mettle roll to get control of yourself next round.
Some might recognize this ideas as being based on a game called "Unknown Armies," but obviously modified to fit the D6 system.
Personally, I'm diggin it...it gives the player some control over their character rather than saying "Yep, you failed the roll and run away like a scared little bitch," while still penalizing them. but more importantly it gives them a choice, which I'm all about. I hate railroading players and having them feel like the control of their PC has been taken totally out of their hands.
Anyway, I know some Gm's and passersby out there may have some thoughts/opinions on the above and I would love to hear them. So please! Sound off!
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2 comments:
I also incorporated a "Fear" check in my game, so I think your idea is sound. Since you're using the Mettle, giving them the option of how to be afraid is fine. I worked mine a little different, but then again it didn't use Mettle to determine whether a person was afraid or not. I had variable differences ranging from minuses to the dice for the first couple rounds of combat on up to "get the heck outta there!". Or, as you said, run away like a scared little bitch. ;)
-Grimace
Thanks Grimace!
The one modification I put in after this post was made is that if anyone rolls a "1" on their wild die when making a mettle roll they automatically turn and flee.
When we first started playing a fail on the roll automatically resulted in fleeing, but I like giving the player the option of how their character would react...and of course living with those decisions if they turn out to be detrimental to the rest of the group.
:-)
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