jkiley wrote:Exploding die? Exploding dice aren't used anywhere else in the game. Why introduce them here?
The "E" dice are just an option to add a little flavor. I also give players the option to "fork" any d6 result landing on the current die cap into 2d6. The normal die cap is "6", so most of the time whenever is six is rolled the player can fork it. So if a die cap "3" is in effect, only a 3 can be forked. Dice Forking:A player rolls 3d6 with the results 2,3, and 6. The total is 11. The player decides to "Fork" the 6, so it is removed and replaced by 2d6, with the roll resulting in 4 and 5. The final total is 14.
Another example with a die cap in effect.A player has a die cap of 4. He rolls 5d6 with the results 1,1,4,6, and 5. Both the 6 and 5 are over the die cap so they count as zero (discarded). The current total is 6. The player has the option of forking the 4 into 2d6. He does so and rolls a 1 and 6. The six is discarded because it is over the die cap. The final total is 3.
Exploding dice can be used to represent very high quality items (or weapons like swords). A regular herb might give 1d6 bonus to a healing roll. A very exotic herb will raise the die cap one level and give +1d6E to a healing roll. You would need to either make the "E" dice a different color, or roll them seperately.
MrTact wrote:If Healing doesn't have its upside (usable on other people + no chance of worsening the damage on a crit failure) then there's no point for anyone to take it. Might as well just pump up Endurance/Stamina instead.
With my proposed method, if there is no person to provide "healing", the character falls into the "No Treatment" category with lower die caps. Even a person with a very high Endurance has a lot of incentive to try to avoid this.