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Opposed Rolls in Classic Traveller

Originally posted by Paul Snow:
I'm not sure that I generally agree with this in terms of realism. It seems to be granting a special advantage to the initiator of a situation. However, it is probably good for keeping an RPG flowing along.


I'd leave it up to the GM to decide. The mechanic works both ways (50/50 split, or weighted).

I think that the 2D for 8+ with exact 7 as a tie should probably be used as a default. That's a 50/50 split with possibility of a tie.

If someone doesn't want to have a tie, then the 7 result could just mean "re-roll" (on the rare occurence when it pops up).

Or, a GM could get "creative" with the "7" result...his imagination is the limit.

GM: "You stand, empty handed, looking across the room at your enemy. His eyes dart to the table between you. There, on a folded hand computer, sits an AutoPistol. Your enemy jumps for it. So do you! Let's see who grabs the weapon first!"

GM: "I'll run this as an Opposed Roll. You roll 2D for 8+ to win the toss and grab the weapon. We'll use half the difference of the two characters' DEX scores as modifiers to the roll."

GM: "Now, if a 7 results on the roll, that means you both grab the weapon at the same time and are now wrestling over it."

Or, the GM could get creative and say...

GM: "Now, if a 7 results on the roll, that means, as the two of you jump for the weapon, it is knocked off the table, skidding under the bed. No longer a factor, we'll have to go into regular Brawling combat rounds from here..."

Or, something like that. You get the idea.




If a GM wants to skew the results, though, it's easy for him to do so. I'd use the 50/50 roll as a default, and then skew the results as circumstances present themsevles.

GM: "You're trying to open the hatch. All you have to do is hit the green button. On the other side of the door, your enemy is trying to code the locked. This is an Opposed Roll. But, since it takes you less time to hit a single button in your race against your enemy coding the door locked, I'll skew the Opposed roll in your favor."

That's the type of thing I'm thinking when using this rule.




NOTE: I find it very RARE that an opposed roll is used in a game. I can't remember the last time I needed to use one. Typically, I'm either throwing standard CT GM-created checks, or I'm throwing UGM tasks.

Rarely, rarely, in my campaign at least, is an opposed roll necessary.

I just wrote this rule for the rare occasions when an opposed roll is appropriate.




However, I think it practice that some players would feel hard done by if they blew themselves up because they were rolling blind against a much more skilled adversary (e.g your demolitions example).
Well, it's the GM's call. Always use the 50/50 (2D for 8+ with exactly 7 as a tie) rule if you feel that strongly against skewing Opposed Rolls.

A GM is master of his domain. He knows what's right to use in his game universe and what won't fly.





Keep up the good work! (Sorry: that sounds patronising - but my buttercupness couldn't restrain it)
Hey, I was just trying to be lite and humorous. I hope I didn't offend.

-S4
 
Originally posted by Paul Snow:
I'm not sure that I generally agree with this in terms of realism. It seems to be granting a special advantage to the initiator of a situation. However, it is probably good for keeping an RPG flowing along.


I'd leave it up to the GM to decide. The mechanic works both ways (50/50 split, or weighted).

I think that the 2D for 8+ with exact 7 as a tie should probably be used as a default. That's a 50/50 split with possibility of a tie.

If someone doesn't want to have a tie, then the 7 result could just mean "re-roll" (on the rare occurence when it pops up).

Or, a GM could get "creative" with the "7" result...his imagination is the limit.

GM: "You stand, empty handed, looking across the room at your enemy. His eyes dart to the table between you. There, on a folded hand computer, sits an AutoPistol. Your enemy jumps for it. So do you! Let's see who grabs the weapon first!"

GM: "I'll run this as an Opposed Roll. You roll 2D for 8+ to win the toss and grab the weapon. We'll use half the difference of the two characters' DEX scores as modifiers to the roll."

GM: "Now, if a 7 results on the roll, that means you both grab the weapon at the same time and are now wrestling over it."

Or, the GM could get creative and say...

GM: "Now, if a 7 results on the roll, that means, as the two of you jump for the weapon, it is knocked off the table, skidding under the bed. No longer a factor, we'll have to go into regular Brawling combat rounds from here..."

Or, something like that. You get the idea.




If a GM wants to skew the results, though, it's easy for him to do so. I'd use the 50/50 roll as a default, and then skew the results as circumstances present themsevles.

GM: "You're trying to open the hatch. All you have to do is hit the green button. On the other side of the door, your enemy is trying to code the locked. This is an Opposed Roll. But, since it takes you less time to hit a single button in your race against your enemy coding the door locked, I'll skew the Opposed roll in your favor."

That's the type of thing I'm thinking when using this rule.




NOTE: I find it very RARE that an opposed roll is used in a game. I can't remember the last time I needed to use one. Typically, I'm either throwing standard CT GM-created checks, or I'm throwing UGM tasks.

Rarely, rarely, in my campaign at least, is an opposed roll necessary.

I just wrote this rule for the rare occasions when an opposed roll is appropriate.




However, I think it practice that some players would feel hard done by if they blew themselves up because they were rolling blind against a much more skilled adversary (e.g your demolitions example).
Well, it's the GM's call. Always use the 50/50 (2D for 8+ with exactly 7 as a tie) rule if you feel that strongly against skewing Opposed Rolls.

A GM is master of his domain. He knows what's right to use in his game universe and what won't fly.





Keep up the good work! (Sorry: that sounds patronising - but my buttercupness couldn't restrain it)
Hey, I was just trying to be lite and humorous. I hope I didn't offend.

-S4
 
Originally posted by Supplement Four:
GM: "I'll run this as an Opposed Roll. You roll 2D for 8+ to win the toss and grab the weapon. We'll use half the difference of the two characters' DEX scores as modifiers to the roll."
Also note that GMs interested in using this single-throw Opposed Roll in their games can control the effect of natural ability.

I'd default to what I use in the above quote: 1/2 the difference of both opposing characters' stats.

(EX: DEX-7 and DEX-5. 7 - 5 = 2. 2 / 2 = 1. The modifier is either +1 or -1, depending on who's rolling.)

GMs who want to limit the effect of natural ability on one of these Opposed Rolls only have to divide the difference between the two stats by a larger number. Divide by 3 or 4.

GMs who want stat to have a huge effect on the outcome of the Opposed Roll can on divide the difference at all--just use the difference between the two stats as your modifier.




In my door closing example in the above post, DEX is appropriate but maybe too much of an influence. So, to remedy that, I could use a third of the difference between the two stats.




The mechanic is flexible, giving the GM options to easily and quickly modify the Opposed Roll to the situation.

Again: I'd default to the 50/50 roll of 2D for 8+ and 7 exactly is a tie. Skills are used as DMs when expertise is a factor. Half the difference of stats is default when natural ability is involved.

Creative GMs can even mix and match stats and skills.

-S4
 
Originally posted by Supplement Four:
GM: "I'll run this as an Opposed Roll. You roll 2D for 8+ to win the toss and grab the weapon. We'll use half the difference of the two characters' DEX scores as modifiers to the roll."
Also note that GMs interested in using this single-throw Opposed Roll in their games can control the effect of natural ability.

I'd default to what I use in the above quote: 1/2 the difference of both opposing characters' stats.

(EX: DEX-7 and DEX-5. 7 - 5 = 2. 2 / 2 = 1. The modifier is either +1 or -1, depending on who's rolling.)

GMs who want to limit the effect of natural ability on one of these Opposed Rolls only have to divide the difference between the two stats by a larger number. Divide by 3 or 4.

GMs who want stat to have a huge effect on the outcome of the Opposed Roll can on divide the difference at all--just use the difference between the two stats as your modifier.




In my door closing example in the above post, DEX is appropriate but maybe too much of an influence. So, to remedy that, I could use a third of the difference between the two stats.




The mechanic is flexible, giving the GM options to easily and quickly modify the Opposed Roll to the situation.

Again: I'd default to the 50/50 roll of 2D for 8+ and 7 exactly is a tie. Skills are used as DMs when expertise is a factor. Half the difference of stats is default when natural ability is involved.

Creative GMs can even mix and match stats and skills.

-S4
 
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