Monday, January 7, 2013

Task Resolution Charts

Part of a series on game mechanics.
Task Resolution Charts, FASERIP Alternity, FUDGE FASERIP, d20 FASERIP, Savage Worlds FASERIP

I mentioned that there was a time in the late 80s, early 90s when it seemed that everyone was wielding a fist full of d6 at the game table. (See That Other OGL System). But before that time, there was an era when it seemed like every game produced was using a four colour action resolution table for its core game mechanic. Marvel Superheroes was one of the first TSR products to utilize such a system.

Marvel Superheroes


Marvel had some traction in the groups I knew at the time. Comic books were popular and being able to setup imaginary fights between the Hulk and Wolverine were a popular pastime. I did not mind the chart for Marvel as it seemed novel and made the game unique. Plus, we did not play it nearly as much as other games, so the additional time spent looking up results on the table did not seem like much. But it wasn't long until TSR started producing "revisions" to older games that would now be upgraded to use the same shiny colourful charts.

Gamma World
Gamma World was upgraded to a new edition and I (personally) came to dislike chart based systems. I distinctly remember thinking the older system was so much easier to adjudicate at the table. The chart eluded me on how to convert it to an easily remembered structure "at the table" so player's would have a grasp on what their chances would be on accomplishing tasks.

Similarly, when Star Frontiers was upgraded with Zebulon's Guide to frontier space, it too, started using a chart. The ability to have degrees of success was starting to "sink in" to my gaming style, but I disliked having to describe the system to players. Not having a handy photocopier, it was distracting to have to consult the chart all the time, and convey that information to the players so they could make informed choices about the likelyhood of success.
Star Frontiers

Zeb Cook was behind the update to Star Frontiers, and he also wrote another game in the mid 80s with an action table, Conan. Each of these four charts do not follow an easy to use mathematical formula, although some close matches have been devised over the years.

If I had all the time in the world, I would try to contrast the four different charts inherent probabilities and see how closely they align.
Conan

Ultimately, I find that the "degrees of success" benefit was done in a much more elegant way by the Alternity system. Instead of having a chart, Alternity has a "half of your skill score, round down". Then you take that number and cut it in half, round down. The goal is to roll low on a d20.

For example, if your fighter has a skill of 15 in long sword, you would write

long sword, 15 / 7 / 3

A critical hit would be 3 or lower
A moderate hit would be 7 or lower
A weak hit would be 15 or lower








10 comments:

  1. Don't forget "Chill"! It had a similar system.

    http://en.wikipedia.org/wiki/Chill_(role-playing_game)

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    1. You are absolutely right. I never ran a game of chill, but I did play in a couple games. At the time, I believe the game master did all the rolls behind the scenes, so I do not recall the actual Chill resolution table.

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  2. Correct about the Pacesetter system. Timemaster and Star Ace also used the Action Table System. And now that Goblinoid Games has bought the Pacesetter name, you may see more games (like Rotworld!) released for the ATS!

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  3. FASERIP!

    Loved the Marvel FASERIP system. I used it back in the day to do quick one shot games based on Tales of The Gold Monkey, Die Hard, or Cops/Lethal Weapon. FASERIP was so simple and intuitive we could just come to the table and and in 30 minutes of character generation and improvise and play crazy games.

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    1. That is an interesting observation. I did not run Marvel as game master (only a player) so I am not intimately familiar with the system, plus that was 30 years ago.

      Looking at the chart, it appears that it can be incredibly deadly?

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    2. No, quite the contrary. Superheroes almost never die in MSH games. If you look at the chart, you'll see that "Kill" results basically only occur on critical successes with edged weapons, guns, and energy blasts. Relatively few superheroes or even supervillains use such attacks -- most fights are conducted with fists. And even if a hero were to be on the receiving end of a lucky "Kill" result from Doctor Doom or Bullseye, they would get the equivalent of a saving throw -- that's the "Kill" column on the far right end of the table, rolled based on the character's Endurance, and even then they would only die if they rolled a "blue" result, that is, a fumble.

      Besides which, there was a strong mechanical disincentive for players to kill -- instant loss of all Karma (the equivalent of hero/action/fate points and XP).

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    3. Very Cool.
      Is the chart used in a contest of skills/powers?
      What about if Doctor Doom fires a rocket at Spider Man and Spider Man knows the rocket is coming. Is there some kind of contest between Spider Man's reflexes and Doctor Doom's aiming?

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  4. It's possible, but not automatic. To hit Spidey, Doom would need to succeed at an attack roll ("Shooting Attacks"), based on his Agility. If Spidey opts to spend his round dodging, then he would get a dodge, based on his Agility. Depending on how successful Webhead is at the Dodge, that is likely to turn Doom's hit or crit into a miss.

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  5. I enjoyed MSH, but I disliked task resolution charts precisely because they were impossible to internalize. Once they started to spread to other RPGs, I was very unhappy. The more TSR utilized them, the more I gravitated to Chaosium games. In some cases, though, I'd just use the game mechanics of another RPG. I recall doing a Tunnels & Trolls/Conan crossover once.

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  6. Using a 'critical hit' system in D&D like systems is similar to this, if limited in application. A natural 20 becomes a really good hit and a natural 1 becomes a really bad failure.

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