Bounty Head Bebop Comlink

Please login or register.

Login with username, password and session length
Advanced search  

News:

BountyHeadBebop.com | BHB Hardcopy Available at IPR | BHB Products Now Available On-Site | Free Preview Here | GenCon 2015!

Pages: [1]   Go Down

Author Topic: TNs Over 20 Option  (Read 20366 times)

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20609
    • View Profile
TNs Over 20 Option
« on: November 17, 2008, 01:36:08 pm »

TNs Over 20 Option

Here’s an Optional rule that I’ve developed to give a little more kick to having Target Numbers above 20.

Normally, even when you have a Skill over 20, the highest your TN can ever be is 19 (because there has to be some chance of failure to warrant a die roll).  The only value then, of having a Skill higher than 20, is that it has greater capacity to counter Negative Modifiers that would reduce the TN.  But if there are no Negative Modifiers, having a TN of 24 is virtually the same as having a TN of 19.  So to add a little more to the dynamic –

TNs over 20 Rule
  • TNs over 20 reduce MTNs by the amount they exceed 20.

So, if for example, after all modifiers, your TN was 24, then you still fail on a 20 as normal, but when faced with a MTN 10 or MTN 15 – each would be reduced by 4 as follows:

MTN 10 to MTN 6
MTN 15 to MTN 11

What this does is to encourage those with phenomenally high TNs to try more difficult and cinematic actions (the kind with MTNs), and gives them a greater chance of success in the process, while still keeping it challenging to some degree.

BZ

Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20609
    • View Profile
Re: TNs Over 20 Option
« Reply #1 on: November 18, 2008, 10:19:22 am »

Place Holder.

BZ
Logged

BerkaZerka

  • Administrator
  • BHB Magistrate
  • *****
  • Posts: 20609
    • View Profile
Re: TNs Over 20 Option
« Reply #2 on: February 17, 2010, 04:48:33 pm »

*Bump to Top*

BZ
Logged
Pages: [1]   Go Up