RE: Otherkind Air RTD
02-09-2013, 06:14 AM
(This post was last modified: 02-09-2013, 06:15 AM by SeaWyrm.)
Robert (4, 4, 4): High die, you startle the guy with the gun. Low die, you annoy Betty and she thwacks you. High die, venting your emotions makes you feel a little better. (Wow, that die roll sucked. Not much choice here. Sorry about that. What are the odds, right?* But I'm not really sure what you wanted to accomplish, so the stakes are kinda dull too I guess. So, er, it all evens out in the end? Or something.)
Harvard (2, 5, 3, 6): High die, the guy with the gun takes pity on you and won't shoot you with the intent to kill. Low die, your blood loss makes you dizzy and you stumble into the cart, sending it rolling down the aisle. High die, the guy with the gun takes pity on you and decides to explain himself before making with the bullets (which may or may not be aimed at you, depending on the first stake). The banana goo probably won't do much for your wounds, but it will make you look more pathetic (and smelly), so I'll give you the extra die, sure.
Max (5, 5, 3, 6): High die, your ruse works, you confuse the shark and get a chance to punch it in the face. Low die, the shark shows up before you have time to patch any wounds and you have to drop the kit into the water. Low die, you start to feel numb and will have difficulty moving. You can make jerky, spastic movements with numb limbs (like punching), but not coordinated ones (like climbing out of the water, or continuing to tread water.) That information would have been valuable if you hadn't gotten such a good roll.
I wish to take this opportunity to remind you all that a single, clear action with a clear intent is most ideal.
If I can't figure out what the main action is, or easily combine everything into one thing, I'll probably just pick my favorite of the things you're doing and whether you get the others or not is my whim. Maybe make them into additional stakes, if I can relate them to the main thing. But maybe not.
If you supply a clear intent ("the hope is that the shark will miss just enough for Max to punch that shark in the fucking face"), then the rule is that high die (5-6, maybe not entirely on 4) means you get your intent if it is at all reasonable.
If you don't, it's up to my interpretation, which may or may not be what you actually were trying to accomplish. ("Sure, your six means you successfully punch the shark in the face... and make it angry, so it bites you! That's what you were going for, right?") I mean, I'll try to go with what I think you probably wanted, but I might be very wrong.
*1 in 36 that the same number would show on all three dice. 1/216 that it would be four on all dice. I think it's about 1/3 that a three-of-a-kind would have happened by now for the number of 3-die rolls that have been made.
Harvard (2, 5, 3, 6): High die, the guy with the gun takes pity on you and won't shoot you with the intent to kill. Low die, your blood loss makes you dizzy and you stumble into the cart, sending it rolling down the aisle. High die, the guy with the gun takes pity on you and decides to explain himself before making with the bullets (which may or may not be aimed at you, depending on the first stake). The banana goo probably won't do much for your wounds, but it will make you look more pathetic (and smelly), so I'll give you the extra die, sure.
Max (5, 5, 3, 6): High die, your ruse works, you confuse the shark and get a chance to punch it in the face. Low die, the shark shows up before you have time to patch any wounds and you have to drop the kit into the water. Low die, you start to feel numb and will have difficulty moving. You can make jerky, spastic movements with numb limbs (like punching), but not coordinated ones (like climbing out of the water, or continuing to tread water.) That information would have been valuable if you hadn't gotten such a good roll.
I wish to take this opportunity to remind you all that a single, clear action with a clear intent is most ideal.
If I can't figure out what the main action is, or easily combine everything into one thing, I'll probably just pick my favorite of the things you're doing and whether you get the others or not is my whim. Maybe make them into additional stakes, if I can relate them to the main thing. But maybe not.
If you supply a clear intent ("the hope is that the shark will miss just enough for Max to punch that shark in the fucking face"), then the rule is that high die (5-6, maybe not entirely on 4) means you get your intent if it is at all reasonable.
If you don't, it's up to my interpretation, which may or may not be what you actually were trying to accomplish. ("Sure, your six means you successfully punch the shark in the face... and make it angry, so it bites you! That's what you were going for, right?") I mean, I'll try to go with what I think you probably wanted, but I might be very wrong.
*1 in 36 that the same number would show on all three dice. 1/216 that it would be four on all dice. I think it's about 1/3 that a three-of-a-kind would have happened by now for the number of 3-die rolls that have been made.