Alternate Victory Points system v3

After playing so many systems, I wanted to look back at the Fading Suns Victory point system  and perhaps revisit it fresh.  I want to create a roll-high system that is fun but still preserves as much as I can of the concepts of the original.  I hated the “blackjack” aspect of the old system.  Roll-low but not too low.  It’s just not heroic enough for today’s gamers and needs more.  It needs to be modernized.  I am very tempted to take this system and playtest it with the core Revised Second edition game.  The current publishers really need to consider changing the system.

This has heavy influences from Savage Worlds, D6, AGE system and others.  All are very fun to play and I think this system could be fun.  I may come up with a one shot set it Fading Suns and use this as the core mechanic.  This is a work in progress.


BASE MECHANIC

Goal Number/Difficulty: 25 – (Skill + Attribute).  Roll equal to or Higher

Skilled Goal Roll: d20 + d6 (Wyrd Die) where the Wyrd Die explodes on every 6.  Spend a Wyrd Point to re-roll.

Unskilled Goal Roll: d20 (no Wyrd Die).  Spend Wyrd Point to re-roll.

Penalties still apply, but to the roll and not the Difficulty.


WYRD POINTS

Same Mechanic as Revised Second Edition, pg 98


VICTORY POINTS

Based on the success, the player gains a number of Victory Points.  If the Goal Roll exceeds the Goal Number, subtract the Number from the Roll to get Goal Result. See table below for Victory Points.

Result VP Level of Success
 1 1 Marginal
 2-5 2 Mediocre
 6-10 4 Satisfactory
 11-15 6 Excellent
 16-20 8 Brilliant
 21+ 10 + 2 per 5 points  Heroic

WYRD SUCCESS & WYRD RESULTS

If the Goal Roll is equal the the Goal Number, that is considered a Wyrd Success.  While it is still a Marginal success, the player has an opportunity to have other strange effects occur.  While he does not get Victory Points, the player can choose an effect by spending Wyrd Results.  The Wyrd Result is equal to the d6 value of the Goal Roll (after any die explosions).  The character can spend those points as modifiers to other players rolls OR on the table below.

Wyrd Result Cost Effect
 1  Wyrd Help: One free Wyrd Point to be spent on another player or NPC’s action.
 1  Party Synchronicity: +2 to another player’s Goal Roll or -2 to an opponent’s Goal Roll
 2
 2  +3 to another player’s Goal Roll or -3 to an opponent’s Goal Roll
 3  Grant a player that has already gone a second Basic Action
 3  +4 to another player’s Goal Roll or -4 to an opponent’s Goal Roll
 4
 4
 5
 5
 6
 6
 7
 7
 8
 8
 9
 9
 10
 10
 11
 11
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