esmale
unread,Feb 6, 2011, 3:09:24 PM2/6/11Sign in to reply to author
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to ChimeraRPG
Thinking about my last post (using 16 as a static TN for Action Rolls)
gave me pause to consider how Chimera handles Resistance rolls.
A Resistance roll is used to reduce or negate the effects of a Special
Hazard (e.g., burns, poison, disease, et al.). Basically like a saving
throw. The Target Number on the d20 is equal to [20 - (1/2 Wound
Limit) + Experience Level)]. It's a 'catch-all' roll used to resist
anything that needs resisting, but it could stand some variation.
Starting with the static TN 16 thing, a character's Resistance becomes
an AR modifier. For simplicity, I've set the AR bonus equal to the
character's level (i.e., a 1st-level PC has Resistance AR +1, a 2nd-
level PC has Resistance AR +2, etc.).
Different hazards correspond to different Abilities, so you can also
add your Ability AR to a Resistance roll, like so:
Burns: Athletics
Disease: First Aid
Falling: Athletics
Fatigue: Athletics
Poison: First Aid
Traps: Athletics
For example, a 3rd-level character with Athletics +2 gets a +5 bonus
to Resistance rolls against Burns, Falling, Fatigue, and Traps. Given
a static TN of 16, this means his Action Roll must be 11 or better.
A Normal Success on the roll cuts the effects of the Hazard by 1/2; a
Critical Success negates the effects completely.
What I like about this approach is that it:
1. Provides incentive to increase experience level during advancement
time
2. Takes into account a character's Ability in certain circumstances
3. Helps a player quickly determine his character's modifiers to a
given Resistance roll
Thoughts?
-Erin