Dunno if you read comments here but I loved reading through it. I'm probably going to use this for a campaign mixed with Cairn, not really sci-fi though. I wanted to ask a few things:
Are Oracle rolls meant for "skill rolls" that carry no risk or have variable results (finding a secret or a good sale in a market, for example) If so, how do you feel about adding skill on top of ability, or maybe instead of ability.
1. Oracle rolls are for the kind of situation where you just want to "find out" if something could be available or not. A bit like a magic 8-ball. Or quantum world-building. So, yeah, your interpretation of "skill rolls with no risk or variable results" is pretty much close enough. Adding skill in that situation is a bit of a judgement call by the referee. The examples you list - finding a secret or a good sale - if the player gave me a good or funny one-line rationale why their PC's skill would apply this time ... I'd be inclined to either straight up say, "yes" or "yes, if you spend 1d4-1 cash and a quarter of an hour buying some local weirdoes some iguanas-onna-stick."
2. That is absolutely one of the uses of Hero Dice. They're a quick way to regain life (hp). So, the PC can choose - boost your roll now to get a crit? Save your HD for after the fight? Otherwise, life (hp) are one of the attributes that can be recovered after a 1 week rest.
Thanks for the answers. I wanted to run a somewhat less lethal game, so perhaps giving out more HD could help the players if they dont want to rest for a week.
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Dunno if you read comments here but I loved reading through it. I'm probably going to use this for a campaign mixed with Cairn, not really sci-fi though. I wanted to ask a few things:
Are Oracle rolls meant for "skill rolls" that carry no risk or have variable results (finding a secret or a good sale in a market, for example) If so, how do you feel about adding skill on top of ability, or maybe instead of ability.
Are Hero Dice supposed to be rolled to regain hp?
Hey, I do read, but often with a delay!
1. Oracle rolls are for the kind of situation where you just want to "find out" if something could be available or not. A bit like a magic 8-ball. Or quantum world-building. So, yeah, your interpretation of "skill rolls with no risk or variable results" is pretty much close enough. Adding skill in that situation is a bit of a judgement call by the referee. The examples you list - finding a secret or a good sale - if the player gave me a good or funny one-line rationale why their PC's skill would apply this time ... I'd be inclined to either straight up say, "yes" or "yes, if you spend 1d4-1 cash and a quarter of an hour buying some local weirdoes some iguanas-onna-stick."
2. That is absolutely one of the uses of Hero Dice. They're a quick way to regain life (hp). So, the PC can choose - boost your roll now to get a crit? Save your HD for after the fight? Otherwise, life (hp) are one of the attributes that can be recovered after a 1 week rest.
Thanks for the answers. I wanted to run a somewhat less lethal game, so perhaps giving out more HD could help the players if they dont want to rest for a week.