I was listening to an episode of Adventuring Academy where Brennan Lee Mulligan talked with Connie Chang, who said that they incorporated the degrees of success from PbtA into their D&D-games.
It works like this. When characters make and fail their saving throw they get to choose from a list of three options:
- taking damage
- destroying gear/taking a condition
- answering a really hard question
Taking damage is the really straightforward option here.
Taking a condition could be something temporary but also something permanent like scarring or (if thatâs the type of game that is played) loss of body parts.
The question players have to answer, establishes a fact about the characters in the world that somehow changes that character.
When players fail a check, they have to choose one, if they critically fail they have to choose all three.
I think that can easily be ported to ICRPG as well. The design goal here is not to somehow translate probabilties or try to map PbtA-probabilties onto ICRPG-probabilities.
The goal is rather to make failure more narratively exciting while at the same time encouraging player autonomy. Some attacks (not all) will come with options to choose from if a character fails a save against them. The player chooses the outcome of the failed check and can control in what way they want their character to change.
Example: The cleric Saenna is attacked by the king of the bullywug. The bullywugâs tongue lashes out and Saenna has to roll DEX to not be hit. She fails and has to choose from the following list:
- take damage (the tongue does GUN damage)
- loose random loot
- The situation is disgusting. In what way do you think your PC will be impeded from now on?
Instead of telling Saenna what the outcome of their failed check is, they can decide if they simply want to take the damage, loose some loot or maybe develop a phobia against bullywugs making future checks HARD. The important thing in preparing those lists from a GM-perspective is to make each option equally hard, otherwise players will just choose the option without consequences.
I am going to test this idea of having degrees of success in my upcoming games to see if this only sounds good on (virtual) paper or if it is a really cool and low-key way to introduce more narrative into combat. Take care yâall!