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(+1)

Hello!

Just stumbled upon PUSH, and I'm strongly considering using it for my game about fighting giant monsters.

With that said, I had an idea that I would like your input on: Do you think adding a tier of success that's even better than Strong Hit above the 7+ threshold could work? I was thinking:

=< 4: Weak Hit

5-6: Strong Hit

7-9: Miss

10+: Super Hit

With a "Super Hit" adding some kind of bonus.

Do you think that would be a good idea? It would certainly incentivize rerolling more.

Hello! Thanks for getting in touch!

It might work! I'd assume that if you roll 7-9 you cannot choose to roll another dice, correct? 

What I'd keep in mind is the kind of story I am trying to emulate. What does it represent in the narrative when I roll a Strong Hit and go for the Super Hit? Am I tapping into a source of unstable power that, if I am able to get past its chaotic nature (7-9), I am able to perform incredible feats (10+)? If so, the new tier makes sense, you know?

Mathematically, looks solid!  

(+1)

Yeah, the idea is that you can keep rerolling as long as your total is below 7. You could even tier it further, like:

=< 4: Weak Hit  

5-6: Strong Hit  

7-9: Miss  

10-12: Super Hit  

13-15: Fumble  

16-18: Mega Hit  

19-21: Failure  

22+: Ultra Hit

The idea was, like... imagine a superhero game, and you're in a situation where you're about to unleash a powerful attack against the villain, but if you're not careful, you could destroy the city. Or you're a wizard using a powerful spell, but lose focus, and you rip a hole into reality.

It's supposed to simulate this idea of unleashing awesome power that you can hardly contain.

Storywise, the group might agree that the current threat is too powerful, a Strong Hit would only hurt it, but an Ultra Hit might remove it in one fell swoop. But are you willing to take that risk?

Another, slightly more crunchy idea was to different matrices, or even just lists, good and bad ones. A Weak Hit means you do it, but you also roll on the Bad List for a consequence. A Strong Hit means you do it without consulting a list. A Miss means you roll on the Bad List once, a Fumble makes you roll twice, and a Failure thrice. Same for Super Hit, Mega Hit and Ultra Hit and the Good List.

You can also combine this with using traits: If you don't utilize a trait, the best you can do is a Strong Hit. Use 1 trait, you could reach a Super Hit, but 7-9 would still be a Miss, and nything higher than 12 would be a Fumble. And so on.

I really like where this is going! I think you have a solid foundation for a hack!