Botch Dice

Xar

Dice Roller
I've been using this system for years; it makes things a lot of fun. Handling botches hops back and forth from entertaining and annoying. As an ST I want something interesting to happen, but it's often lame to deal with NPC botches. As a player, I feel ripped off when the ST ignores NPC botches, and works me over when I botch. This system takes the burden of dealing with NPC botches, and gives the players something fun to deal with.


When a NPC botches, take the number of ones rolled and give those dice to the target of the roll. If the roll is against the party, then put them in the middle of the table for anyone to use. It's nice to have a set of uniquely colored dice just for botch dice.


Botch dice can be included in any roll. Once rolled they go back to the ST. Botch dice do not carry over to the next session. Any remaining at the end of the game session go back to the ST.


We simply describe this as luck is on the PCs' side when the ST botches. Sometimes it helps, sometimes it doesn't.
 
I usually weigh NPC botches by how important the NPC is in my own games. If an extra botches in melee, he dies to the normal back and forth of hand to hand combat (whichever PC he was targeting fills all his health levels with the damage type his weapons do). If an extra botches at range and there's another allied extra near the targeted PC, that extra dies from the misaimed arrow.


If a heroic mortal botches against an Exalt, a free counterattack at full dice pool is warranted in melee. At range, his bow snapping or Essence weapon jamming is perfect.


When Exalts botch against Exalts, as the ST, I try to make their botches as interesting (and horrible) as PC botches.


In non-combat situations, I use the above as guidelines. Like in social combat, an extra that was trying to convince the player to buy something ends up giving it away, a heroic mortal might open himself up to the Exalt's attempt to win him as a worshiper, while an Exalt would do something interesting based on the environment, like accidentally using a slang word that offends others nearby, or mentioning his illegal source for the goods he's peddling.
 
I've done free counterattacks, negating their DV for the next attack against them, etc., in combat. Other stuff, I just kinda roll with the situation. It's never been too difficult. You don't have add truly unique circumstances each time, but, make sure the penalties are good enough the players don't think you're ignoring NPC botches.
 

Users who are viewing this thread

Back
Top