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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: RPGPundit on December 31, 2008, 05:16:13 PM

Title: Two-Fisted Tales: Fumbles
Post by: RPGPundit on December 31, 2008, 05:16:13 PM
In 2FT, getting a result of 0 or less is a fumble; with exploding dice, this is considerably easy to achieve.

This isn't much of a big deal in my "venture bros." campaign. But I was thinking that if you're trying to run the game straight, this could be much trickier.

Has anyone had any experience with this?

RPGPundit
Title: Two-Fisted Tales: Fumbles
Post by: StormBringer on December 31, 2008, 05:43:10 PM
Quote from: RPGPundit;276637In 2FT, getting a result of 0 or less is a fumble; with exploding dice, this is considerably easy to achieve.

This isn't much of a big deal in my "venture bros." campaign. But I was thinking that if you're trying to run the game straight, this could be much trickier.

Has anyone had any experience with this?

RPGPundit
The IRC Hollow Earth Expedition game every other week has a rather similar problem.  We got a stackload of points to make characters, and they are on the high end of competent, but it seems like we only get slightly above marginal successes.  We are switching over to d6/Masterbook after the current chapter in hopes we can play rather more pulp-like pulp characters.

I would imagine that if the fumbles can be made humourous and not catastrophic to the character, they would work better.  Even in his worst moments, Indy didn't totally botch things.  Interesting complications would work better than fumbles in a pulp game.
Title: Two-Fisted Tales: Fumbles
Post by: stu2000 on January 01, 2009, 12:34:21 PM
The beginning of Indy is a long series of botched rolls. I think it's a great example of how to handle botched rolls in pulp. Always ask yourself what could make things a little worse. Just a you said, it makes things interesting.
Title: Two-Fisted Tales: Fumbles
Post by: KrakaJak on January 01, 2009, 01:03:28 PM
I don't roll very often :)

I only really roll when the situation has a lot of active variables. In straight forward situations, if their attribute/skill (or mastery or whatever) is above the difficulty, they succeed. If it isn't, they fail.

Examples of things I don't roll for:

Climbing/swinging on ropes, driving a car over a ramp across a gorge, sharpshooting an immobile target,

Either they can, or they can't do most things.

I have yet to see a fumble in the couple games I've played though.