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Systems & Settings => HARP => Topic started by: RandalThor on January 22, 2020, 10:16:52 PM

Title: Players Roll for Everything
Post by: RandalThor on January 22, 2020, 10:16:52 PM
OK, so I have volunteered for a local gaming charity event. If I get picked to run a game, I am thinking about doing a HARP game. (Finger's crossed.) In order to make things really easy on myself, I am thinking about having the player's roll for everything, even when getting attacked. Not like they use their attackers OB, but like they roll a defense roll using their DB.

Example: Groff, the fighter, is getting attacked by an orc. The player rolls the dice and adds their DB (including any OB they added). Now, my problem here is: what are rolling against? Do I say that the attacker rolled a specific number which is added to their OB and use that as a target number? In that way, the resulting number is looked up on the appropriate attack table to determine the results. Does that sound workable? If so, what is the number I should use? The average of a d100 is 51, should I use that? Or is 55 or even 60 more appropriate?

Also, is there another way to do it that is easy?
Title: Re: Players Roll for Everything
Post by: Radimon on January 23, 2020, 01:22:10 AM
Personally, I would say use either 50+OB or 101 (minimum result for a success), whichever is higher.
Title: Re: Players Roll for Everything
Post by: RandalThor on January 23, 2020, 08:27:46 AM
Personally, I would say use either 50+OB or 101 (minimum result for a success), whichever is higher.
Something like that is where I am leaning, but I just want to make it quick and with the way HARP does this (where different amounts of OB is taken off for DB on a round-by-round basis) means it is fluid. That could be problematic. I guess I could just pre-build in set numbers, determine the numbers at: 100% OB, 75% OB / 25% DB, 50% / 50% OB/DB, 25% OB / 75% DB, and 100% DB. A bit of work ahead of time, but could save time in-game. What do you all think?