Cyclone231
2007-11-10, 01:31 PM
In the role-playing game Pokéthulhu (http://www222.pair.com/sjohn/pokethulhu.htm), there is a specific type of attack called a "trap".
Rule #2: Every score must be at least 1, and no higher than 12.
...
Rule #4: All your scores added together cannot exceed 30.
Power, Speed and Hit Points: Each score can be from 1 to 12. They must total no more than 20
The youngest cultist rolls 3 dice, keeping any which come up equal to or less than his Talking Trash ability, and discarding any others.
His opponent does the same, rolling 3 dice and discarding all failures.
The turn returns to the youngest, and the process continues until one player runs out of dice. When that happens, the player with dice left has won the initiative, and his pokéthulhu will attack first. Each “turn” should be accompanied by more role-played arguments.
The attacker chooses one of his thulhu’s four combat modes: Injure, Trap, Frighten, or Dodge, and rolls the appropriate number of dice [Exception: A thulhu that begins it’s turn Trapped must try to break free; see below]
The attacker chooses a single die out of those rolled to be his result die. It’s successful if it’s equal to or lower than both the Cultist’s Pokéthulhu Lore skill and the thulhu’s Power (for Injure and Frighten attacks) or Speed (for Trap and Dodge). The “best” dice are those which roll high but still succeed (see the results section, below).
The target thulhu cannot attack on it’s next turn. It must try to beat the result die (exceed it) with a 3d test against either Power or Speed (whichever is better). If this is successful, the thulhu is free but it takes up its entire turn, and the thulhu who Trappd him immediately goes again. If the thulhu fails to break free, it remains trapped, and will have to try again on it’s next turn. A trapped thulhu cannot make any attacks, including Dodges, which makes them easy prey! A trapped thulhu which is “double trapped” by a second successful Trap attack is immobilized and immediately loses the fight.
As you can see, you can easily do the following:
• Make a cultist with a 12 in Pokéthulhu Lore and Trash Talking.
• Make a pokéthulhu with a 12 in Speed.
Thus, your pokéthulhu becomes completely unbeatable because it will just keep trapping the enemy until the enemy fails to break free, whereupon it will instantly win.
How would you go about fixing this?
Rule #2: Every score must be at least 1, and no higher than 12.
...
Rule #4: All your scores added together cannot exceed 30.
Power, Speed and Hit Points: Each score can be from 1 to 12. They must total no more than 20
The youngest cultist rolls 3 dice, keeping any which come up equal to or less than his Talking Trash ability, and discarding any others.
His opponent does the same, rolling 3 dice and discarding all failures.
The turn returns to the youngest, and the process continues until one player runs out of dice. When that happens, the player with dice left has won the initiative, and his pokéthulhu will attack first. Each “turn” should be accompanied by more role-played arguments.
The attacker chooses one of his thulhu’s four combat modes: Injure, Trap, Frighten, or Dodge, and rolls the appropriate number of dice [Exception: A thulhu that begins it’s turn Trapped must try to break free; see below]
The attacker chooses a single die out of those rolled to be his result die. It’s successful if it’s equal to or lower than both the Cultist’s Pokéthulhu Lore skill and the thulhu’s Power (for Injure and Frighten attacks) or Speed (for Trap and Dodge). The “best” dice are those which roll high but still succeed (see the results section, below).
The target thulhu cannot attack on it’s next turn. It must try to beat the result die (exceed it) with a 3d test against either Power or Speed (whichever is better). If this is successful, the thulhu is free but it takes up its entire turn, and the thulhu who Trappd him immediately goes again. If the thulhu fails to break free, it remains trapped, and will have to try again on it’s next turn. A trapped thulhu cannot make any attacks, including Dodges, which makes them easy prey! A trapped thulhu which is “double trapped” by a second successful Trap attack is immobilized and immediately loses the fight.
As you can see, you can easily do the following:
• Make a cultist with a 12 in Pokéthulhu Lore and Trash Talking.
• Make a pokéthulhu with a 12 in Speed.
Thus, your pokéthulhu becomes completely unbeatable because it will just keep trapping the enemy until the enemy fails to break free, whereupon it will instantly win.
How would you go about fixing this?