Task MechanicsOutlaws uses quite a simple task resolution system; however, it has, in my opinion, a few bumps in it. I've already talked to Paul Mason about these, and I'll document my proposed tweaks here. Whether these make it into the main rules, or remain only my house rules, I've yet to determine. GlossaryOn this page, I use a number of abbreviations for brevity's sake. Few of these abbreviations exist in the game proper, so I'll gloss them here for you. CoS -- Chance of Success DoS -- Degree of Success
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Why the tweaks?The mechanics in Outlaws are supposed to be simple and easy to use, and to a great extent, they are. However, there still remain a few rough edges which are, in my opinion, evidence of the genetic drift the game has undergone over the years. The problems I have with the mechanics are few, but this page contains some tweaks that (I think) address the following concerns:
What are the tweaks?If you have a CoS of 11+, then you have two choices: you can not roll and take a DoS of 4; or, you can take your chances and roll (12 still fails), and hope to boost your DoS. If you roll, you may boost your DoS by (CoS-10)/2; that is, for every two points greater than 11 in your CoS, you may add a point to your DoS. Notice that, it's still possible to get a lucky break if you have a CoS of 11+. That is, suppose you have a CoS of 14, and you roll double fours. You would then have a DoS of 8 (the double fourst) plus 2 ( (14-10)/2 ) for a DoS of 10. Halving your CoS excess over 10 lets you still include lucky breaks in your task roll, and keep DoS levels down reasonably. These tweaks have some rather subtle, wide spread effects, which I'll try and document here.
Combat This means that supremely talented combatants will be much more evenly matched, and ripostes will likely happen more often (situations where an attacker may "win" an exchange, but produce a smaller DoS than his defending opponent).
Bad Joss When making Bad Joss rolls, the ease still equals your current Bad Joss point total. If you have more than 12 Bad Joss points, then you have a CoS of 12+, but unlike normal tasks, you're forced to make a roll. If you fail the roll, none of your Bad Joss points "manifest themselves"; that is, you don't exchange any points for "real-world" problems. If you succeed at the roll, then (a) you immediately lose a number of Bad Joss points equal to half the roll's DoS, and (b) you cross index your whole DoS on the Bad Joss charts to see how the points you "lost" manifest themselves in your character's life. Note: You'll likely need to tweak the numbers in the Bad Joss table entries slightly; I'd also recommend dispensing with the "roll again on other table" entries, since these add a level of complexity that's not really needed. On the subject of expending Bad Joss in exchange for penalties to rolls, we simplify again. Players can declare that they wish to expend a certain amount of Bad Joss points. Each of these points provides a -2 modifier to the CoS of some task, as the referee sees fit. These rolls are treated otherwise as normal task rolls; if you roll snake-eyes, you still have to make an immediate Bad Joss roll, just like normal. |