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Alon 'DancingEngie' Karmi
I make stuff.
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How do you handle tools and equipment?
A shotgun is more powerful than a pistol, but if you are a Soldier (4) they both do the same "damage" under vanilla rules. Having a pinhead as a lockpick or a big, professional lockpick doesn't matter for Thief (3), since, in Risus, you roll your cliche and not factor in your equipment.

Suggestions I know about:
- Adding a number to rolls depending on size or quality: A dagger would add +1 to a combat roll, while a greatsword would add +3 for example.
- Adding a dice depending on size or quality: A dagger would add a d4 to a combat roll, while a greatsword would add a d8 to a combat roll.

- Adding additional d6s depending on size or quality: A dagger would add add 1d6 to a combat roll, while a greatsword would add a 3d6 to a combat roll. (My favorite personally, as I like lethal combat)

I know that there's no wrong way to play, I just want to hear some suggestions. Also I really like some depth in my RPGs.

A question about Teaming Up.
Say I have a party with vastly different cliches: The Melee Fighter, The Sneaky Bastard, The Ranger and The Badass Wizard. Let's say they're against Big Bad Guy (6). Should I allow them to Team Up? They're not all doing the same thing: Sneaky Bastard will go sneaky, Wizard will throw appropriate spells at Big Bad Guy, etc. So if they're teaming up, should all of their actions be resolved automatically? Should I roll for each (that kind of beats the purpose of teaming up, then)? Let's hear some opinions.
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