Loading ...
Sorry, an error occurred while loading the content.

Re: Success Pyramid

Expand Messages
  • jaerdaph
    Good stuff, SG - I m going to try this out in my game. jaerdaph
    Message 1 of 2 , Apr 29, 2011
    • 0 Attachment
      Good stuff, SG - I'm going to try this out in my game.

      jaerdaph

      --- In icons-rpg@yahoogroups.com, Soylent Green <gsoylent@...> wrote:
      >
      >
      > So with the publication of the Villainomicon, the success pyramid is now fully integrated in the ICONS rules. I'm a big fan of this method of resolving complex and often not very game-able tasks like computer hacking or reparing gizmos or doing research.
      >
      > The Villanomicon compares the success pyramid to a Stress Track in Fate (which is simlar to Hit Points in most systems) which sort of turns any kind of task into a form of combat. And an interesting though given that combat is often one of the more exciting parts of a game.
      >
      > But of course for it really be like combat, there have to be risks and consequences. And you can do this with the success pyramid by adding limitaitons.
      >
      > Time limit: The player has only 5 rolls to get a Massive Success result on the pyramid or the task fails. Example: Defusing a timed bomb.
      >
      > It gets harder: Each time a roll fails the base difficulty on the success pyramid goes up one. Example: Hacking into a system, seduction
      >
      > Fragile: The player is allowed only two failed rolls while working on the pyramid. Example: a chase
      >
      > Event Trigger: Every failed roll triggers an event (a random encounter for instance). Example: Hitting the streets to gather information
      >
      > These are just a few examples. My point is, adding some limits and consequences to the success pyramid makes for a really fun, powerful and versatile tool.
      >
    Your message has been successfully submitted and would be delivered to recipients shortly.