[net.games.frp] frp rules

mab@druxp.UUCP (BlandMA) (04/03/85)

I would like to see some examples of rules that GMs have created for
situations that come up often enough that specific rules (dice rolling)
are required, but are not handled by their rule system.  For example, in
RuneQuest, trolls can essentially see in the dark (sonar, not
infravision).  The first time our group encountered trolls underground,
the trolls cast an Extinguish spell to zap their lantern.  RQ has rules
for fighting in the dark, what happens to a dropped lantern, etc., but
none for how long it takes to light a lantern in the dark.  The party
had no light-creating magic that first time, so they had to try to
relight the lantern. We came up with some rules that work reasonably
well, although perhaps in the players' favor:  It takes a full round
following the round the lights went out to find your tinders, etc.
(perhaps a luck roll should be used here, maybe I'll try it next time). 
For each following round, your chances of lighting the lantern are based
on your DEX, and improves the longer you take:  DEXx1 the first round,
DEXx2 the second round, etc. On the round you succeed, it is lit at a
random strike rank (1D10). Most characters will have the lantern lit in
4 or 5 rounds (about a minute).

It would be informative to see other GM's rules for situations like this -
not the one-time rulings that always have to be made, but situations that
occur often enough to require a new table or set of rules.
-- 
Alan Bland
{ihnp4, allegra}!druxp!mab
AT&T Information Systems Labs, Denver