'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Thursday, July 26, 2018

The Expanse RPG. A Measure of Success.

If you have followed my online RPG presence, you may be aware that one of the things I enjoy about Conan2d20 is the ability to not only succeed at a test, but to succeed by measure. That is there is more to it than just a pass/fail concept.

I believe this idea lends itself to the potential for awesome levels of creative story telling. In standard d20 when I attempt to jump a gap the GM assigns a target number, I roll my d20 and I pass or fail. In a system like 2d20 the GM assigns a difficulty, if I succeed greatly my character can use that success to fuel further actions, such as attacking an enemy right away on the other side of the gap.

Ok enough about 2d20, what does this have to do with the Expanse RPG? As I mentioned in my previous post your basic skill check is a 3d6 roll with a "drama" die. And we will start here.

Before we go on I am going to lay a caveat on this post. All I have is the quickstart rules. I haven't looked at "Modern AGE" at all, although expect it to function similarly.

The drama die, although not a direct measure of success, gives the GM and players a method to see how well or poorly they succeeded at their task. Did they barely fail or almost make it? Did their disguise fully convince those looking, or simply move them beyond notice?

If your players are trying to hack into a computer system to gain intel on the proto-molecule and roll a success, but roll a 1 on the drama dice, you as the GM might decide they have succeeded but managed to set off an alarm that will bring MCRN operatives down on them in a few turns.

The system also has another aspect that I find interesting. Stunts. These are broken out into Combat, Exploration and social depending on what task you are looking at doing. Lets take a look at the idea within a fight between two ruffians.

Noelle
Accuracy: 1
Focus: Pistols
Weapon: Pistol, 2d6+1
Frank
Dexterity: 1
Focus: Knife Fighting
Defense: 10+Dex
Weapon: Dagger, 1d6+3

Noelle draws her pistol and fires it down the dark corridor at her enemy!

Noelle has a TN of 11, Frank's dexterity + 10. She rolls 3d6 and scores 5,5,(2) for a total of 12 on the dice. +1 for her accuracy attribute and +2 for her focus in pistols bring her total score to 15!
Noelle ALSO rolled doubles. This indicates a STUNT! Noelle can now spent 2 stunt points, the number rolled on the drama die. These have to be used right away. Noelle opts to make this a vicious blow causing an additional 1d6 damage. She rolls (2d6+1) 8+1,(+1d6) 3 for a total of 12 damage.

Noelle's pistol echoes with a sharp retort! The round easily catches Frank and only by sheer fortune does he manage to avoid most of the damage, the bullet barely grazing past, leaving a bloody trail along his shoulder.......

Be sure to check out my other articles on the Expanse RPG!

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