The GM deciding that he's dead anyway would mean that some OTHER result would be the twist for failing the search roll. Perhaps a hatching batch of little snakes....
The GM deciding that he's dead anyway would mean that some OTHER result would be the twist for failing the search roll. Perhaps a hatching batch of little snakes....
I'm gonna split this to a new thread.
Mouse Guard, p.101: Hey, I'm a friendly mayor!
"Part of getting the most out of Burning Wheel is to short-circuit that part of your gamer brain that says you must be risk-averse at all times."
—Thor
"Tests are supposed to lead from conflict to conflict. They are not meant to build insurmountable walls."
—Luke
I think the other thread will eventually lead to this answer ...
Obstacles look "tough" for two reasons:
1. It allows other mice to help. "What's gonna work? Teamwork!"
2. Failure at the check doesn't mean you don't get what you want ... you might have to pay a little bit more to get to that success.
You can also look at it this way ... the only way to advance a skill is with BOTH successes and failures.
Most PC's will have at least one skill at 4, and often a trait, a wise, and a tool, for 7d, and 50%. Add one helper and you have 8d, and is about 66% likely to make 4s and pass an Ob3. Adding a die (9d) from a second helper pushes it to about 76%.
Ob 3 isn't tough for a normal group of 4 mice with one having skill 4 and the rest having some relevant help skill. With 3 mice, it's still likely, without artha.
7d outcomes:1x0 7x1, 21x2 35x3, 35x4, 21x5, 7x6, 1x7 /128
Ob 1: 99.2%
Ob 2: 35+35+21+7+1=99/128=77.4%
Ob 3: 35+21+7+1=64/128=50%
Ob 4: 21+7+1=29/128 = 22.7%
Ob 5: 7+1=8/128 = 6.3%
Ob 6: 1 = 1/128 = 0.8%
attaining 9d isn't that hard, either. For a lone mouse, it's skill 6 (peak), Wise, Tool, and Trait. In a group of four, that's skill 3, 3 helpers, a wise, a tool, and a trait.
Ob 3 is only hard when alone and low skilled.
Aramis, I think you're being pretty generous. In the Grasslake scenario, the PCs have a lot of skills at 2, and all of their Traits are level 1, so are one-use barring recharge, and wises that aren't always relevant. What you're describing is a best-case scenario. Against the turtle, they are looking at a *minimum* of 8 dice in opposition.
Which may very well be intentional, of course.
Mouse Guard, p.101: Hey, I'm a friendly mayor!
"Part of getting the most out of Burning Wheel is to short-circuit that part of your gamer brain that says you must be risk-averse at all times."
—Thor
"Tests are supposed to lead from conflict to conflict. They are not meant to build insurmountable walls."
—Luke
Skill at 2, +wise, +3 for team is still 6d; if they can cobble up an advantage... 7d. If they can coble up a tool, as well, 8d.
The other thing is I didn't run it with stock characters, but with my group. Two of whom were using stocks, but not the grasslake characters.
The stock characters have 2 fighter 4's, plus weapons, plus 3 help, those are 7D-8D throws in combat, should they fight it, more if they recruit locals.
That mission is pretty damned easy, once you get to the turtle... split into two teams, filling out with NPC's to 4mouse teams... one defends while the other attacks. On your 1st attack, spend your persona for adding nature, and you shoot up to 11D-12D, and if you get several 6's, fate those. Beast can be taken in one round with a little luck and some persuasion, and some Artha.
To that group of characters, it should look like a nail to be hammered; it's their only strong area.
I had two players with Loremouse at 2... they chose to talk, and then used Persuade 4 and deceiver 3 to talk it away. (Used Conflict-Duel of Wits...)
Last edited by Aramis; 03-24-2009 at 03:00 PM.
Ah, I see. We were running with just two PCs one session and three the next (ergo, less help). Not to mention, we were all pretty green with the rules. I see better some of the possible synergies. Thanks!
Mouse Guard, p.101: Hey, I'm a friendly mayor!
"Part of getting the most out of Burning Wheel is to short-circuit that part of your gamer brain that says you must be risk-averse at all times."
—Thor
"Tests are supposed to lead from conflict to conflict. They are not meant to build insurmountable walls."
—Luke