View Full Version : Advanced Rules
Christopher Ashe
28th December 2006, 01:24 PM
So I've been working on tons of notes for the expanded and advanced seven13 and I thought I might put some of this stuff up for opinion and discussion, but I never see anyone on here anymore so I thought I'd drop a line here and ask if anyone is particularly interested in hearing/discussing/providing feedback on some of the systems in development. If anyone is, I'd be happy for the insight. I suppose it might also be a way to get folks on here talking again. If you are interested, just drop a line.
- Ashe
Pyrinoc
17th January 2007, 02:35 PM
Absolutely. I'd love to hear and talk with you more about any aspects of the game you're willing to discuss.
Christopher Ashe
18th January 2007, 04:44 PM
The first rule I'm testing right now is called Base Success rule, one of the optional rules for seven13 which owes itself largely to the take10 and take20 rules in d20.
Under this rule, a character when called upon for a roll outside of combat may choose instead to take "base" success, generatin 7 effective margin of success per active rank for the action. This is mainly for things like Awareness rolls or simple checks.
For Example: You have an Awareness of 4 and a RTN of 3 (total rank 7) and the GM calls for a standard complexity (-3) Awareness check. You could choose not to roll, take base success and have effectively passed the roll by 28 (active rank 4 for the action x 7).
There is still a gamble here. Say, for example, that the GM knows there is someone in hiding, waiting to ambush you and they have effectively passed their roll (stealth or Wild./Urban Tactics) by 35. At base success you would still technically fail this role because of margin of success, but you might have passed and noticed the ambusher had you chosen to test the fates rather than take the base success.
This rule was implemented to represent that our characters who have skills can generally be counted on to perform to a certain level with those skills simply based on what they know. I've seen too many instances of someone rolling 93 on an Awareness check that their character from a story view most certainly would have passed.
Taking base success may not be called for in combat or anytime the GM denies it based on scene, obviously.
Pyrinoc
6th March 2007, 01:35 PM
Hehe... So I know this is all kinds of late but I've talked to you about all of that.
I personally have never really liked the idea of the take10 and take20 rules, but I do see the purpose to them. In the end I think having this sort of a rule in the game allows GMs more options on how they want to make their own rules and run their own games. The setup you have for this at the moment fits in really well with the rest of the system and doesn't seem too high as to get out of hand. Essentially what I'm saying is I don't think that I would personally use it, but I imagine most would. Also, if you want to post more here, I'm going to make an active attempt to check these forums more often now. Even if it's just going to be you and me posting at this point, I guess that's just how it'll be!
On an unrelated note, I was thinking of trying to get that stuff to you tonight, so I'll e-mail it to you and then if you wanted to Vent or IM talk about what I've done so far and what you think you'd like to do with it I'd love to figure out a time where we could do that.
Let me know,
Don
Christopher Ashe
7th March 2007, 12:18 PM
For the campaign I've been running so far, the rule seems to be working well - there have been plenty of instances where the characters chose to roll rather than take base success and an equal number of those where they used the rule, and not always to their benefit. It's sped things up a bit and seems to help out from the GM's perspective. The players seem to like it. Then again, I run a very narrative campaign and I use dice less frequently than other areas. Of course, I have all the knowledge of the 7rank methods and stuff (having written them) - so in the end my game will be different than a lot of other campaigns. It's definitely not a variant everyone would want to use, just one I thought I'd put up to get opinions on.
Also, you can email me the stuff whenever you like. I need to be working on more of this, especially with orders going out constantly now. I have Vent and IM, so either is cool with me. I'd definitely like to take a look at it and ask you some questions, as Flash is not my strongest point. I suppose just drop a line and we'll figure something out.
- Ashe
Shaman
16th April 2007, 10:24 AM
Sorry I didn't answer Earlier.
I've been wondering how you would go about travelling between the various worlds in the game (Zaira, Yuria and our own world)? Is this something that you plan to introduce in a latter supplement.
Christopher Ashe
19th April 2007, 04:09 PM
Sorry I didn't answer Earlier.
I've been wondering how you would go about travelling between the various worlds in the game (Zaira, Yuria and our own world)? Is this something that you plan to introduce in a latter supplement.
This is one of those instances in the book where I purposefully chose to leave the rules vague - I enjoy seeing what people come up with. To answer one of your questions, yes, you will see specific rules for crossing worlds in upcoming supplements. Its something I may even add to Book of Races.
I think that in the most direct system sense, crossing from Earth to Zaira could be made as a AFF+MND check vs. a complexity based on the area where the character in question is attempting to cross. For instance, the spooky old boarded up house on the block that no one will go near (see Dark Tower III: the Wastelands or many other works), the complexity could be standard (-3) or possibly lower, depending on the character, whereas crossing in the middle of a New York Street would probably be -7. In my particular campaigns, I make it virtually impossible to cross worlds other than at certain areas of convergences which lie in key locations and are themselves halfway between worlds.
Now Yuria is completely a different matter. In my opinion, if you go deep enough into the Earth, you end up in Yuria whether you want it or not. Yuria is decidedly far more easy to cross (or stumble into). There is a simple reason for this: you don't really want to go to Yuria, which is one of those things I'm working on in future supplements. Suffice to say that there are a lot of things down there that are very nasty and have no regard for what faction you serve; they're all just hungry.
Hope that helps. I've been wokring on adding more about Zaira and Yuria to the wiki project and I'll put these on my list of things to add. I'm definitely not one who requires you to buy a book to get additional rules, so plan on seeing something eventually. As it is now I'm putting in a lot of hours on my day job, but hopefully I'll be back soon. Thanks, also, for stopping by. It's always good to see folks on the board.
- Ashe
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