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Thoughts on a few homebrew rule ideas.

After our second session, I found myself wishing for one thing from Call of Cthulhu. The luck roll. I know there is a big danger in overusing the luck roll, but there were several instances in the first two gaming sessions where it would have come in handy.
One example is one of our PC's was sneaking around a hospital trying to avoid detection. When he went to leave from a side/service exit, I would use it there so if he failed the roll an alarm would sound.
Sure I could have just flipped a coin, or rolled a D2 myself and made the decision for them, but this way they get to be in control of at least part of their fate.
The question is, how do I derive a Luck stat? I have proposed to take 5 times the average of Str, End, and Int.
What are your thoughts on doing this? I realize this is a homebrew, house rule, but am I overlooking something in adding this to MTU?
Thanks,
Louis
 
Was the door alarmed? Ref's decision , not luck.

If it was and they stupidly don't check they deserve it to go off.

Nothing to do with luck and everything to do with ref planning or winging it as you go.

If you institute a luck roll just remember a bad luck streak will ruin your game.
 
You may be missing thpoint of CoC.

You really *should* roll some dice, right in front of your players face, and point out how random and impersonal the universe is while doing it. Then worship Cthulhu. In front of your players. While eating the all the pizza for Yog-Sothoth.

Also, 1920's mental hospitals don't have alarms.
 
After our second session, I found myself wishing for one thing from Call of Cthulhu. The luck roll. I know there is a big danger in overusing the luck roll, but there were several instances in the first two gaming sessions where it would have come in handy.
One example is one of our PC's was sneaking around a hospital trying to avoid detection. When he went to leave from a side/service exit, I would use it there so if he failed the roll an alarm would sound.
Sure I could have just flipped a coin, or rolled a D2 myself and made the decision for them, but this way they get to be in control of at least part of their fate.
The question is, how do I derive a Luck stat? I have proposed to take 5 times the average of Str, End, and Int.
What are your thoughts on doing this? I realize this is a homebrew, house rule, but am I overlooking something in adding this to MTU?
Thanks,
Louis

just ask them to make a straight 2d6 roll, no mods. if they get 7+ (roughly a 60% chance), then they get away with it.

simples. if you check the mongoose core rules, they list the % chances of rolling each number form 2 to 12 on page 49. just pick a % you want and then they have to beat that.


you don't tell them what that value thier beating is, of course. that ruins the "luck" element of it.
 
just ask them to make a straight 2d6 roll, no mods. if they get 7+ (roughly a 60% chance), then they get away with it.

simples. if you check the mongoose core rules, they list the % chances of rolling each number form 2 to 12 on page 49. just pick a % you want and then they have to beat that.


you don't tell them what that value thier beating is, of course. that ruins the "luck" element of it.
I really like this idea much better than using a makeshift luck stat. Thanks for the advice and the reference of pg49.
 
There's also the "Flux" dice idea. Roll 2 different colored 6 siders, and subtract the dark from the light one (or whatever colors you have, just declare what you're doing first). This gives you a number between -5 and +5 which can be used as a modifier or basic gauge of luck/success.
 
One example is one of our PC's was sneaking around a hospital trying to avoid detection. When he went to leave from a side/service exit, I would use it there so if he failed the roll an alarm would sound.

Well, What I see here seems to me a clear case of using stealth skill.

I would only use truly luck rolls to represent outcomes of things that don't depend really on the actions of the players (e.g. has my contact been in this system last weeks?), and even so, I weoight heavily depending on what do they try to find/know.
 
...
One example is one of our PC's was sneaking around a hospital trying to avoid detection. When he went to leave from a side/service exit, I would use it there so if he failed the roll an alarm would sound.
Sure I could have just flipped a coin, or rolled a D2 myself and made the decision for them, but this way they get to be in control of at least part of their fate. ...
The dice is the luck factor which the Referee is responsible for tweaking.

Task Checks, creative skill use and RP are the 'player control' factor.

Sneaking around is covered by skills - such as recon, deception, stealth - and by attribute DMs, such as for Dex, Soc (when deceiving), and Int (for, say, detecting alarms). In your example one could even apply engineering (like electronics), or mechanical and definitely security (from the Agent book IIRC) skills regarding discovering any alarms.

As a referee you should indicate whether the PC had any indication of an alarm based on the RP. This can be incorporated into the roll using Difficulty DMs (or make up your own). I.e. if the PC is fleeing vs. cautiously sneaking. If they are not actively checking for alarms, then the difficulty might go up (the Ref should decide whether this applies - i.e. a big red ALARMED warning sign on a door should mean it doesn't matter too much how observant the character was being).

You can accommodate player creativity with the DMs as well. For instance, a player who remembers to have his player remove his shoes when sneaking around hard surfaced corridors (reducing noise/echos) should be recognized for such RP using a DM such as lower difficulty in being successful, at least until he has to run :devil:).
 
Wow, thanks so much guys! A lot of great ideas here. Each time I post a question on here it seems like a huge learning opportunity for me. I truly appreciate you guys sharing your referee experience with me.
I feel like as a result of your input that I'm becoming a better referee myself, and my players will also benefit from this knowledge.
It's obvious to me that I need to continue to do my homework before each session to cover more and more bases so I'm not winging things quite as much.
Thanks so much guys!
 
Sure - and about that homework, don't worry so much about that - being a good Referee means being good at winging things. ;)

I find the 'universal task mechanic' an excellent 'wing it' tool.

Having a good grasp of the odds of rolling 8+ on 2d6 with different DMs is really helpful. Personally, I think of this as moving the target value - i.e. if the DM is -3, the target is 11+. From 2 to 12, I approximate these as 100, 95, 90, 80, 70, 60, 40, 30, 15, 10, 5 percent.

(Check out http://anydice.com - change to 'output 2d6' in the top box and select 'graph' and 'at least' buttons and 'calculate'...)

For instance, if the sneaking character had no relevant skills and thus the -3 non-skilled DM would apply and without any characteristic DMs, they would have less than a 10% chance to succeed. However, if they are sneaking during normal visiting hours in a busy hospital I might make the Difficulty easier (~30% chance of success). Maybe even easier if they have donned doctor garb and have another PC on a gurney (~60%).

There are mechanics for when two or more PCs try something (cascade) - but, I also use the Difficulty DMs for teamwork (one roll and the effect is not the DM determiner). Besides Difficulty, I also use situational DMs of +/-1 to account for special things.
 
I devised a rule for a miniatures game on WW 2 that had such a rule but it was called "The Hero Factor" and used in conjunction with morale to much the same effect as the luck rule you are asking about. It works something like this:

The player can only use the rule in the case of some event happening that will cause the scenario to fail for them. In this case, they fail a roll to do something critical to mission success. They then may invoke "The Hero Factor." That is they can try to have their character be a hero and save the day.

What my version did was allow the players to pick a roll modifier + or - as they felt they needed to get the result they wanted. They then re-roll the event without any modifiers whatsoever. If they passed then the new modifier (plus all original modifiers positive and negative) they chose was added changing things in their favor. However, if they failed the roll their modifier was applied negatively (aganist them in the same way) and the results applied.

In terms of results they could suddenly do something that would win them a medal or get them buried. Or, in some cases just push things a bit in their favor and save the scenario from failing.
 
<snip> One example is one of our PC's was sneaking around a hospital trying to avoid detection. When he went to leave from a side/service exit, I would use it there so if he failed the roll an alarm would sound.<snip>
One method I have used with great effect is to make a bargain with the players, suggesting an outcome as the result of an open dice roll on terms I set. I can adjust the likelihood of it happening better that way than a static roll and it conveniently builds tension at the table since none of us -- me included -- know what will happen.

In this situation, I might have done something like the following:

Ref (Me): "As you lay your hand on the door, the thought ocurrs to you that it might be alarmed." (As an Aside: Now technically, I don't have to do this, but I'm setting the conditions for the bargain I want to make)
PC: "I check the doorframe, and the panel, any of those warnings like they have in public restaurants that an alarm will sound?"
Ref (Me): "No, but this is a hospital, it might not be clearly labelled for security purposes. Tell you what," dramatic pause "There's a pretty fair chance it should be wired that way. On a 5 or 6 on d6, the door is not wired with an alarm, fair?" (Aside: I could just as easily have claimed that this is a more-or-less public thoroughfare and thus less likely to be wired and gone in the other direction, or whatever. Slant it however you think appropriate for the dramatic needs of the story at this point. Also, if I wanted there to be a silent alarm I wouldn't make the bargain at all, this is just for one of those building tension through random chance exercises that keeps both of us, Ref and player, on our toes. Sometimes a player will make a logical argument to increase their odds, and I genuinely consider them. I personally not only allow but welcome this because it invests the player further into the game and the scene.)
PC: "Okay." He grabs the dice and rolls.

The agreement is essential for me. The player knows the stakes and makes a choice. The die roll is an open drop so there is no unfairness claim. If they like, I let them make the roll, then the "failure" (insert negative consequences) is that much more their choice in their minds. Good players actually want to have the fertilizer hit the rotary oscillator a lot of the time (depending on the pace of the game at this point).

Of course like anything, it depends on the crowd in which you run. It works for me, some groups might find it more difficult to use. Some Refs might not want to haggle with players, especially if there are strong personalities involved. But I've found that it suits my style and the folks I tend to play with in tabletop games. I agree with an earlier poster that prep and design are a factor, and if I wanted the door to be alarmed -- or better yet have a silent alarm -- I'd not bother with this. But in cases where I don't care, haven't planned something specifically (especially when players go off the reservation) or it suddenly occurs to me that the door probably should be wired when they tell me their action (no matter how well planned, there are always a few oversights), then I make the bargain a part of the game. It helps me build tension, it helps draw the players into the scene, and it keeps me on my toes as a Ref.
 
Thanks Publius, I wish I had done that sequence closer to what you are suggesting. I was thinking about there being an alarm only after they were sneaking around the hospital. I still have no idea why they felt the need to do that, but players do what they will do sometimes.
I do like "haggling" with my players, but I usually don't instigate it. I try to play with what's written, but I will always entertain, and encourage the players to justify why they should have a modifier in their favor. I will honestly consider their request, and if it makes sense, possibly turn it into a reusable house rule. I really want the game to be as much or more THEIR game, as it is mine.
 
just ask them to make a straight 2d6 roll, no mods. if they get 7+ (roughly a 60% chance), then they get away with it.

simples. if you check the mongoose core rules, they list the % chances of rolling each number form 2 to 12 on page 49. just pick a % you want and then they have to beat that.


you don't tell them what that value thier beating is, of course. that ruins the "luck" element of it.

Overcomplex - just roll one dice and lucky = 4,5 or 6, unlucky = 1,2 or 3.

But I for one 'do not believe in luck' either you are skilled enough to do the job or you arent and the dice throw adds an element of randomness that some people call 'luck'.
 
I played a D&D session with some guys who had their own little mechanic.

Roll 1-3d6, player's choice.

1=Bad Luck
2-5=Nothing
6=Good luck

The player could choose how much they were relying on luck. It was mainly a "GM handwave" thing in the manifestation of the roll but it was kinda neat.
 
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