December 14, 2007

Explosion Rules (Optional)

On Page 174 of the GM's Guide book there are rules for explosions. But I don't like the all or nothing Damage that you receive for either failing or succeeding a roll. So here is what I came up with.

For the most part everything on the explosions chart stays the same. Except for TN's. The TN is 10. It doesn't matter if the explosion has a rating of 1 or 10. The TN is the same. So the Player rolls Panache + Leaping or Sprinting, with a TN of 10. If they are successful, the explosion cause -1 kept dice, minus 1 for every raise the Player makes.

Example: A Rank 7 Explosion would cause 7k7 dice of damage. Now the Player decide to roll Panache + Sprinting with 4 raises. The new TN is 30. The player is successful in their roll. The Explosion does 7k2 damage.

if the player would have failed to beat their TN of 30, then they would take the full 7k7 damage.

Now it makes walking away with no wounds a little more difficult, and makes explosions a little less dangerous. But it gives the players more control over their fate.

I guess if you want to have the Explosion be more deadly, you con always raise the TN to 15 or 20. But I like 10, it's nice number.

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