Monday, September 3, 2018

Simplify, Simplify: FEATS

So, the game has, since its inception, had two types of FEATs: those you roll against the static target of 20, and those you roll against another creature; you are trying to pick a lock, so that's resisted statically. You are trying to sneak by the guard, so that's resisted actively.

Except it doesn't have to be.

The thing is, this really only matters for sense checks. Everything else falls onto the static continuum. However, I can bump sense a little bit; instead of rolling a Feat, you instead impose your sense modifier as a penalty to the opponent's FEAT check. So, the guard with keen senses imposes a -2, the elfin master hunter imposes -4, and the elder dragon guarding its massive hoard imposes -6.

Easy to the peasy.

That just took out a LOT of language about how to determine FEAT ratings, how to resolve ties...

And, again, it better aligns with the source material. Red Box expected the thief to try to move silently or hide in shadows as a percentage chance of success; the foe you were hiding from was of secondary import.

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