The role of these papers builds on an analogy of the judicial court system. Game Masters have always been the judge when it comes to their games, and they are the ones who will rule on the material presented. The jurisdiction of a Game Master is, of course, limited to the extent of his game. The role of the lawyers is played by those who submit briefs. Briefs are written to meet certain specifications including size and appearance.
----- Presenting Briefs for this topic are: AmyC950247(aka theala@shore.intercom.net), Greg Lloyd, J Crocker, Starjammer, and ZZTong.
"Requires a Skill Roll Limitation vs. Activation Roll Limitation"
STORYTELLER
Making any kind of roll in the middle of the game interrupts the story process, although that's all
to the good as the dice are what makes things unpredictable. Skill Rolls, since they are based on
a Characteristic, more accurately reflect the capabilities of the Character, while Activation Rolls
imply there is some machinery at work that has a higher chance of failure than another device of
the same type. I think Activation Rolls are better left for Foci for this reason. If a PC is making
some sort of Check to use a non-Focused Power, then a Skill Roll is more natural to the story: if
he fails then it is a reflection of his inexperience, or a natural mistake. If he succeeds, then it is
an indication of natural talent.
STORYTELLER
While the limitations "Requires Skill Roll" and "Actication" are similar, their potential plot uses needn't be. While "Activation" would appear more cost effective, enforcement of the "Constant powers require an Activation roll every phase they are used" will prevent abuse. "Activation" can be put to particularly interesting (even comical) effect with Gadgets the PCs find (or are sold...): "HEY! The jet pack's sputtering on and off. I sure hope we can make it over the water...".
The major advantage of 'RSR' from a GM's point of view (and thus a player's) is that since Skill rolls change depending on variables, the chance of successfully activating a power can, too. Shapeshift bought with "Requires Disguise Roll" should be 100% effective if our hero has a week to construct his disguise. It's while fleeing across the Government base frantically trying to put together a disguise of the General, that the Skill Roll should give a chance of failure (and subsequent plot complications). Because of this maleability, the GM can impose bonuses or penalties only she knows about, adding a bit of tension to an otherwise routine ('Activation') roll, including tilting the odds to favor an outcome that advances the storyline..."
STORYTELLER
When a player creates a character with a Power with an Activation Roll, he gives me a tool for heightening tension and drama-- he'll always be in doubt whether his power will work or not. The same is true for the Requires a Skill Roll (RSR) Limitation, with the added benefit of creating more opportunies for making some of his lesser-used skills be germaine to the game (like using PS: Sorceror as a complementary Skill). RSR abilities' rolls can be modified by time, materials , and circumstances; all of these things help me introduce more detail and depth into the story, making the world a more believable, richer place.
The biggest detraction to both Activation Rolls and RSRs is the amount of dice rolling required. Every time a player picks up the dice and rolls, a little time is stolen from the story. In non-combat situations, it's usually okay to let the player's abilities function without rolling (assuming there's no Side Effects to worry about; they should always roll when Side Effects are part of the Power). The time consumption from "unreliable" Powers is a minor detraction compared to the extra color and drama they can create.
ROLE-MAN
Many Hero players think that a roll is a roll, and that there's no reason for Requires a Skill Roll
when there are Activation Rolls. This point of view is short-sighted. AR's exist for one simple
reason, to make sure the power only works part of the time. There are a lot of circumstances
where this kind of Limitation is exactly right. Examples include defenses that don't give
complete coverage, or gadgets that aren't 100% reliable. RSR has a far broader reach and
broader implications. In the first place, it's made clear that the uncertainty lies not with the power itself, but with the user of the ability. With this concept comes a whole range of corollaries that an Activation Roll just can not match. If the character is weak, or has any kind of distraction, then his ability to tap into his
powers suffers. On the other hand, if he gives exclusive attention to what he's doing, he gets a bonus. This makes much of what the character does with his powers a function of roleplaying rather than the arbitrary
mechanics of rolling dice. This gives RSR a unique flavor and makes an invaluable contribution to the Hero system.
GAME MECHANIC
The Requires A Skill Roll (RSR) and Activation Roll Limitations represent similar game
mechanics which can be used for a wide variety of special effects. Typically, RSR is used to
create special effects related to a character's abilities, while Activation Roll tends to represent
unreliability, but these are only generalizations. Nothing prevents using Activation Roll, for
instance, from being used to create special effects representing character skill.
RSR is worth a fixed -1/2 Limitation, regardless of the roll granted. This presents an issue for
GMs to watch. Activation Roll is very straight forward in that a specific roll has a given
limitation value, so it makes a good gauge with which GMs can measure the value of RSR. If a
character typically receives a 15- roll from RSR, then they have gotten a better roll than the
Activation Roll would have given. If the roll is less than 14-, then awarded less of a Limitation
than Activation Roll.
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Stick Figure Theatre by Chris Avellone
Amy G. Crittenden aka Theala Sildorian theala@shore.intercom.net Created: April 27, 1995