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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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AndrewJanssen
Andrew Janssen

Wed

Aug 3
2005

22:37Z

[Cel] [Rules] Fudge Points

Ok, so I went and looked at the Website, & I think I understand how fps 
work:

1: One die will not be -1
2: One die will be +1
3: One die will be +1, one die will not be -1
4: Two dice will be +1
5: Two dice will be +1, one die will not be -1
6: Three dice will be +1
7: Three dice will be +1, one die will not be -1
8: All four dice will be +1, or +4 (best possible roll)

It also appears from the IH rules page that successes and failures are 
actually figured on a -7 to +7 scale, rather than -4 to +4:

Result Success value           Effects
---------------------------------------------------------------
 > +7   Mythic success          cool...
+6,+5  Extraordinary success   special/permanent effects possible
+4,+3  Superior success        +2 increase possible
+2,+1  Complete success        +1 to one or two determinants
0      Marginal result         none, or balanced modifiers
-1,-2  Complete failure        -1 to one or two determinants
-3,-4  Severe failure          -2 increase possible
-5,-6  Miserable failure       special/permanent effects possible
< -7   Catastrophic failure    cool...

So, Jeff, it looks like you're right about a limit of 4 fps per action 
being too low. It appears that the limit per action should be 8 fps, 
since there's no apparent point in spending more than that anyway. In 
turn, that suggests that a per turn limit of either 8 or 16 would be 
reasonable.

Andrew
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JeffersonWilson
Jefferson

Wed

Aug 3
2005

22:50Z

[Cel] [Rules] Fudge Points

Andrew Janssen wrote:

> Ok, so I went and looked at the Website, & I think I understand how fps 
> work:
> 
> 1: One die will not be -1
> 2: One die will be +1
> 3: One die will be +1, one die will not be -1
> 4: Two dice will be +1
> 5: Two dice will be +1, one die will not be -1
> 6: Three dice will be +1
> 7: Three dice will be +1, one die will not be -1
> 8: All four dice will be +1, or +4 (best possible roll)
> 
> It also appears from the IH rules page that successes and failures are 
> actually figured on a -7 to +7 scale, rather than -4 to +4:
> 
> Result Success value           Effects
> ---------------------------------------------------------------
>  > +7   Mythic success          cool...
> +6,+5  Extraordinary success   special/permanent effects possible
> +4,+3  Superior success        +2 increase possible
> +2,+1  Complete success        +1 to one or two determinants
> 0      Marginal result         none, or balanced modifiers
> -1,-2  Complete failure        -1 to one or two determinants
> -3,-4  Severe failure          -2 increase possible
> -5,-6  Miserable failure       special/permanent effects possible
> < -7   Catastrophic failure    cool...
> 
> So, Jeff, it looks like you're right about a limit of 4 fps per action 
> being too low. It appears that the limit per action should be 8 fps, 
> since there's no apparent point in spending more than that anyway.

There are cases involving extra actions and epic actions where spending 
more than 8 points might be appropriate.  Personally I would prefer to see 
more actions of epic difficulty attempted.

> In 
> turn, that suggests that a per turn limit of either 8 or 16 would be 
> reasonable.

I still don't see a positive reason for a per turn limit.

-- 
Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html



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AndrewJanssen
Andrew Janssen

Wed

Aug 3
2005

23:00Z

[Cel] [Rules] Fudge Points

Jefferson wrote:

> Andrew Janssen wrote:
> 
> 
>>Ok, so I went and looked at the Website, & I think I understand how fps 
>>work:
>>
>>1: One die will not be -1
>>2: One die will be +1
>>3: One die will be +1, one die will not be -1
>>4: Two dice will be +1
>>5: Two dice will be +1, one die will not be -1
>>6: Three dice will be +1
>>7: Three dice will be +1, one die will not be -1
>>8: All four dice will be +1, or +4 (best possible roll)
>>
>>It also appears from the IH rules page that successes and failures are 
>>actually figured on a -7 to +7 scale, rather than -4 to +4:
>>
>>Result Success value           Effects
>>---------------------------------------------------------------
>> > +7   Mythic success          cool...
>>+6,+5  Extraordinary success   special/permanent effects possible
>>+4,+3  Superior success        +2 increase possible
>>+2,+1  Complete success        +1 to one or two determinants
>>0      Marginal result         none, or balanced modifiers
>>-1,-2  Complete failure        -1 to one or two determinants
>>-3,-4  Severe failure          -2 increase possible
>>-5,-6  Miserable failure       special/permanent effects possible
>>< -7   Catastrophic failure    cool...
>>
>>So, Jeff, it looks like you're right about a limit of 4 fps per action 
>>being too low. It appears that the limit per action should be 8 fps, 
>>since there's no apparent point in spending more than that anyway.
> 
> 
> There are cases involving extra actions and epic actions where spending 
> more than 8 points might be appropriate.  Personally I would prefer to see 
> more actions of epic difficulty attempted.
> 

Ah, I see your point. Since I almost never use extra actions, I hadn't 
thought about that.

As for epic actions . . . there's one that I've been considering: 
connecting the Tal & Imperial rivers by a canal running through Losela. 
Now there would be an epic project.

Andrew

>>In 
>>turn, that suggests that a per turn limit of either 8 or 16 would be 
>>reasonable.
> 
> 
> I still don't see a positive reason for a per turn limit.
> 

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