This seems to make pcs as likely to suffer as they are to gain from adventuring and experiencing stuff. I'd at least lower the decreases to about half what the increases are, but it seems you'd like to force your players into spending dp's training stats. In that case, the mechanism is simple and possibly very good. Needs extensive testing, though.
I was thinking on these lines, but the two players who are helping me develop my world both suggested giving it equal chances to go up or down. I discussed this with them; thus, we redesigned the table as below.
There is a notable difference to the way this system handles temp stats that are already close to their potential...
The side rule (unwritten until this) is that the addition
cannot raise the temp above the pot. I was also thinking that if the temp and pot are equal and "00" is rolled, then the pot goes up by one and the temp remains until next level. This would
NOT apply if the temp is lower than the pot and a "00" would raise the temp above the pot.
Example: If the temp = 76 and pot = 79 and "00" is rolled, then the temp and pot would be 79. If the temp and pot are both 79 and "00" is rolled, then the temp = 79 and pot = 80, but would have to wait until next level to have a chance to increase the temp to 80....or very far from their potential.
To be wholly honest, I never really liked how the difference of temp-pot could be 20+ and a player can roll to have an increase of 20 to the temp. Yes, it could happen, but I never truly liked it. I have always put an upper limit to how much a temp could increase. I have also provided guidelines where a player could get "free" stat gain/drop rolls, but the character also had to spend several months training that stat without any adventuring. The character had to spend a minimum of at least 1/3 of a day (to compensate for worlds with longer/shorter days than Earth) training, each and every day. For instance, if a character's temp Ag is still less than the pot Ag, then they could spend three to six months "training" his Agility and get a "free" stat gain/drop roll on only Agility (or whichever stat). If s/he rolled a drop for the Agility, then it was ruled the character flubbed his training somehow. Using these guidelines, the character could "train" only one stat.
However, I have also been thinking of throwing these guidelines out.I think a rule I will make for temp-pot difference of 20+, then any "gain" rolled is worth 2x the listed value (+2, +4, +6, +8, +10). However, this will ONLY apply if the temp-pot difference is >=20. If <=19, then the gain is the listed value.
Roll | | Result |
01 | | -5 |
02 | | -4 |
03 | | -3 |
04 | | -2 |
05 | | -1 |
06-70 | | 0 |
71-85 | | +1 |
86-93 | | +2 |
94-97 | | +3 |
98-99 | | +4 |
00 | | +5 |
(You broke your back three times? Ouch!)
Ouch! is right. The first time it happened, I was only 15 years old and it occurred while playing football. The doctor said my back was broken, but that I would be able to walk again. I replied that I thought when a person's back was broken, they never walked again. The doctor replied, "I said your back is broken, stupid <censored expletive>, I never said your spinal cord was severed." The second time it happened it was badly herniated disks in the same exact location (L4-L5-S1). The third time it happened was because I was carrying a very heavy load that caused the L4-L5 disk to collapse and severely rupture. As the doctor put it, "The major problem with this rupture is that the disk imploded into the spinal cord cavity instead of exploding outward." Seeing the MRI, you could see the spinal cord cavity was less than half its normal size. It never healed properly and actually ended up killing some of the nerves to my legs, specifically to the right leg. I was also paralyzed longer the third time than I was the first time. The first time, I was able to start walking again in about four months. The third time, my left leg came back in about four months, but my right leg remained paralyzed for about fifteen months. Even today, I can have a person step on my right foot and not feel it. It is a funny feeling walking when you can't one of your feet. As said, my last nerve inductance test shows that my left leg is only 10% paralyzed, but my right leg is 40% paralyzed. Also makes it difficult, but not impossible, to do my favorite exercise of bike riding. Thus, I would be willing to bet that my Agility AND Quickness in my legs has dropped by at least 20, if not more. If nothing else,
when it comes to using my legs, I would be willing to bet that my stat bonus suffers a penalty of -20 or more.
However, the biggest thing that keeps me from filing for disability is my attitude: "I refuse to admit that I am handicapped, although I am."
rmfr