Showcase

Heavy Gear

Emergency Dice House Rule



Series and
Short Stories


EDITOR'S NOTE 11 July 2004: I only just realised how pointless this rule is a few months ago - adding Emergency Dice to an unskilled test simply turns it into a skilled test! Nonetheless, should a GM still wish to make life somewhat harder for the players, and for posterity's stake, I'm keeping the rule up.

Last year (2001), I wrote a Heavy Gear module for a local roleplaying convention. While going through the rules, I noticed something interesting about adding emergency dice to an unskilled test.

When an Unskilled Test is made, any die that comes up as a 1 automatically makes the test a Fumble. Adding Emergency Dice to an Unskilled Test actually increases the chance that it will result in a Fumble!

To counter this, I created the following House Rule: When adding emergency dice to unskilled tests, divide the total number of dice rolled by 2, rounding up. The result is the minimum number of ones that will cause a Fumble. Remember, of course, that the maximum number of emergency dice you can add to any single test is five.

Test

Total Dice Rolled

Fumble On:

Unskilled Roll

2

One or more 1s

Unskilled Roll +1 Emergency Die

3

Two or more 1s

Unskilled Roll +2 Emergency Dice

4

Two or more 1s

Unskilled Roll +3 Emergency Dice

5

Three or more 1s

Unskilled Roll +5 Emergency Dice

7

Four or more 1s


Back To Top

This page © Copyright 2004, Rob Farquhar