STAR TREK 2d20

Thread: 7th seas raise

  1. #1

    7th seas raise

    Anyone playing 7th seas? What is the best way you found out to manage the raises, the dm pot and the dramatic injuries?
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  2. #2

  3. #3
    Well, as my English is not perfect, I've taken some passages from the free quicstart rules book available at the adresse here under.
    (Note that I'm not asking for a ruleset, but on some tips other players could share on how to best play the game on FG)

    https://www.7thsea2e.com/port/sites/...t_adveture.pdf



    Simple Risks
    When you announce an action for your Hero, the GM decides if that action is a Risk. If it is, she tells you two things:
    1. Why the action is a Risk, and what your character has to do to Overcome the Risk,
    2. and the possible Consequences of the Risk.

    The GM tells you which combination of Trait and Skill to use. You add up those scores and roll that number of dice. You always want to roll high in 7th Sea, so the more dice you can roll, the better. 7th Sea uses ten-sided dice (d10s) exclusively, so when you see us say “Roll dice,” we’re saying, “Roll d10s.”
    After you roll, use your dice to create sets of at least 10. Each set of 10 you create is a Raise.

    For example, if you rolled: 10, 7, 5, 5, 2 and 2, you could make these sets of 10:
    10 (one set),
    5+5 (one set),
    7+2+2 (one set)
    That’s a total of three Raises. Note that the last set (7+2+2) actually equals 11, but without that last 2, you would only have 9, and that can’t make a Raise.



    You use Raises to Overcome the Risk and Overcome the Consequences. A single Raise spent to Overcome the Risk ensures that you do what you set out to do—you get your Intent.
    Raises spent to Overcome the Consequences reduce the side effects, collateral damage, and harm to you caused by the Risk.
    If you cannot make one Raise on your roll, something interesting happens. Your Hero doesn’t fail, not necessarily, but something unexpected happens. The GM narrates the outcome.

    Here’s an example of a Risk and its resolution.
    Your Hero runs through a burning room— something that will come up shortly—and the GM says, “That’s a Risk. And the consequence is taking two Wounds.”

    You roll your dice and come up with two Raises. You use the first Raise to Overcome the Risk—you get across the room, no matter what harm you may take in the process. You use your second Raise to negate the first Wound. Because you didn’t have a third Raise, you take one Wound from the consequence.


    Raises

    On any given Risk, you can spend your Raises a number of ways. Here are the most important:
    • Overcoming the Risk and achieving your Intent.
    • Overcoming the Consequences.
    • Reducing the Wounds suffered by a fellow Hero from a Risk, one Wound per Raise spent this way.
    • Inflicting one Wound per Raise on someone within reach.
    • Establishing a fictional detail, one per Raise (such as finding a secret door or stealing someone’s sword).

    ------------------
    Other things come into play such as Hero Points, and wounds. Evrey fifth one is dramatic and gives advantages to to players or the villains, allowing them more dices for their rolls.
    Ultimate license holder
    Pref : Cthulhu and savage Worlds

  4. #4
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    No exploding Dice?
    You could probably use MoreCore.
    Create a few Rolls -
    /orderresult 2d10
    /orderresult 3d10
    ...
    /orderresult 8d10
    /orderresult 9d10
    It wont pair the dice for you but its pretty quick to count and the sum should prevent you going overs...

    It also has hero points.

  5. #5
    Thanks Damned,

    Thinking further about it, is there a way to define a modifier that would add dice instead of points ? A bit like in 'Barbarians of Lemuria" ruleset ?
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  6. #6
    damned's Avatar
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    That could be done on a new roll - maybe something like:

    Challenge Roll
    /seventh 1d10

    which would use modifiers to add/remove dice from the pool

    Strength
    /mod +2

    Cunning
    /mod +1

    Brawling
    /mod +1

    Exhausted
    /mod -2

    etc

    Mods could be added by Rolls and by Modifier window

    Would that work?

  7. #7
    I think that would make it great!
    Ultimate license holder
    Pref : Cthulhu and savage Worlds

  8. #8

  9. #9
    OK, I switched there
    Ultimate license holder
    Pref : Cthulhu and savage Worlds

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