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Dungeon Fantasy RPG Self-Control Rolls

The Dungeon Fantasy RPG lets you modify certain disadvantages to have modifiers to their point values to account for greater and lesser susceptibility to giving into your urges.

For reasons likely related to the Delvers to Grow work, I was looking at self-control roll numbers, and it turns out the cost multiplier and self-control roll target obey a simple formula. Really simple.

That is: Multiplier = 3 – Self-Control Roll/6, shown in the table on the right.

Where this comes in handy is a bit of pentaphilia. If you have a disad usually worth -15 points at a Self-Control Roll of 12, it will be worth a friendly -10 points with a target of 14, instead of -7.5 points, rounded against you to a value of -7. Likewise at -5 points, you roll vs a 16…which means really you hardly ever fail. Like 2% of the time. I might disallow anything at 16+, also shown on the table. That’s too close to “free points.”

But having that (14) target number makes -15 into -10 and that might have some utility to it.

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2 Comments

  1. Depends on how many “free points” a 16+ Control Roll is.

    5 or less? I’m probably going to be okay with it, because most of my Players will still playout the Disad and only roll against it when it’s really ‘necessary’.

    And if they constantly buck it? Well, that’s pretty cheap to buy off now isn’t it?

  2. I think I made something similar once for a The Dark Eye conversion. It’s been changed in recent editions, but in an earlier one *everyone* had certain Disadvantages to a certain agree, basically the “dark side” of your core attributes where you had to roll over them to succeed. So everyone was a bit greedy, superstitious, afraid of heights, enclosed spaces and the dead.

    I planned on using this for GURPS, too. Saves all the trouble of coming up with reasons for other disadvantages, and normalizes those flaws to a certain degree, because there for the grace of god… “Everyone save against greed!”

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