by WittyDroog » January 29th, 2012, 4:15 am
I've talked about this idea with my players and we all seem to agree, as other members have said, that rolling a high number of black skulls is highly improbable. I get the direction that people were going for, trying to emulate the "critical failure" feeling from other RPGs. Here's a suggestion that my team has agreed fits the feeling we want:
First off keep the damage and price to repair table, we liked it, nothing wrong there.
When it comes to weapons, if an attack is completely defended, the attacking player must roll a combat die. On a black shield the weapon is damaged one level. Our reasoning and logic thematically is that if the monster successfully defends it either means he used his armor, shield, or another weapon to deflect the attack or the weapon missed and swung at air. Both cases could have resulted in the weapon being damaged wither on the monster's armor or on the dungeon itself (hitting the ground). Obviously this has a bias towards damaging weapons with few combat dice, but by virtue they are also weapons that are fairly cheap to replace, whereas a mighty battleaxe is expensive to replace but has more durability. It's like a weird prebuilt "craftsmanship" system as a side-effect of this.
When it comes to armor, any time a monster's attack is completely unblocked (as in, no white shields were rolled), roll a combat die. On a black shield a piece of armor has become damaged one level. The order in which armor is damaged is the following: 1. Shield, if any. 2. Helmet, if any. 3. Other non-Body Armor items, if any. 4. Body Armor. Once a piece of armor is damaged beyond repair you move onto the next piece in line. Here the logic is that if the attack is as catastrophic to go through all defenses it could be described as your protection failing so badly you are caught off guard, such as a shield bursting into splinters. The order of armor was discussed with the group as being what would most logically be struck, like if you had a shield and a helmet you would likely raise your shield before defending with your head!
Items such as tool kits can also break. Whenever an attempt to use the kit fails by rolling a black shield, such as when disarming a trap or picking a lock, roll another combat die. On a black shield the item has snapped and cannot be used further Because how many lockpicks do you go through picking locks in video games? But seriously, you can damage your tools, that's the harsh nature of the dungeon.
You may find that "harsh nature" describes these rules, they are certainly a lot rougher than the previously pitched ideas. It might be the tone that my players like but it's how we see fit. We like games were trouble can come from anywhere and nothing is a certainty. This will foster behavior to be more careful with gold, searching every nook and cranny for a coin, and think carefully before attacking a Chaos Warrior with a dinky blade (as if they needed that much push anyway). For Zargon it means a good excuse to introduce more homebrewed rules, such as looting monsters, traveling merchants (haggling, trading, barter, etc.), and lots of new treasure cards. It also means more reason to put simple items like a helmet or short sword on armor racks, making them more useful. Also as part of payment from a Lord to do a mission he might exchange some wares from his imperial armory as opposed to just coin.
It's tough rules, but we like tough games.