Help support TMP


"Terminology for bravery/courage tests" Topic


18 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not use bad language on the forums.

For more information, see the TMP FAQ.


Back to The Old West Message Board

Back to the Playtest Message Board


Areas of Interest

General
19th Century

Featured Hobby News Article


Featured Link


Featured Showcase Article

Elmer's Xtreme School Glue Stick

Is there finally a gluestick worth buying for paper modelers?


Featured Workbench Article

Vampire Wars Villagers

Warcolours Painting Studio Fezian paints "four characterful figures that seem to come directly from a vintage vampire movie..."


Featured Profile Article

Dung Gate

For the time being, the last in our series of articles on the gates of Old Jerusalem.


Featured Book Review


1,638 hits since 25 Feb 2013
©1994-2024 Bill Armintrout
Comments or corrections?

Thunderman25 Feb 2013 4:09 p.m. PST

In a wild west game if there was a "Gutless" statistic on a character profile and a matching "Gutless Test", what would you think of it? Would you assume you want lower or higher values for Gutless? Would you think the test was roll > Gutless = pass or roll < Gutless = pass.

Just trying to change a rule and wanted some blind feedback on how well a non-standard term would work.

Dynaman878925 Feb 2013 4:13 p.m. PST

Change the term to a "Gut" check rather then gutless. Higher then the Gut statistic and the character fails. (unless every other test in the game works the other way).

religon25 Feb 2013 4:15 p.m. PST

Perhaps Grit would be a better term. I would keep resolution consistent with other parts of your game.

Thunderman25 Feb 2013 4:18 p.m. PST

But then having a lower Gut score would be better, which doesn't seem to make sense? Or with Grit if higher was better then rolling lower would be better.

I'm looking for a stat that rolling higher = better, since every other roll is like that in my game. But that means a lower stat is better, which is why I was considering Gutless.

Personal logo Extra Crispy Sponsoring Member of TMP25 Feb 2013 4:32 p.m. PST

So all your stats are negative?

Idiocy
Wimpiness
The Slows

Even if good stats low, high stats bad, call them normal names or you'll confuse the hell out of people. Do i want to pass a Gutless check or fail?

But if it's a Gut Check i want to pass. Gamers get the whole "low stat is good" thing pretty easily in my experience.

religon25 Feb 2013 4:37 p.m. PST

One way to make attributes better as the number increases is something like this…

You roll 2 regular dice and add the results to your "Guts" or "Grit", say with a value of 5.

You need a 14 or greater to succeed when "Testing Your Guts."

Obviously a "Guts" attribute of 8 makes this an easier test to pass.

Thunderman25 Feb 2013 4:37 p.m. PST

You don't think improving Guts by lowering it is confusing? And yes the stats that are better lower do have names that help people understand that. So "Ranged Miss Chance" instead of "Ranged Skill" where lower is better.

What about calling it a Guts Check but having a Gutless stat?

If only having stats as a target number could somehow work out that higher stat = better AND higher roll = better.

79thPA Supporting Member of TMP25 Feb 2013 4:37 p.m. PST

I think "grit" or "sand" would be more appropriate.

Thunderman25 Feb 2013 4:41 p.m. PST

@religon: I like that idea, since it allows for higher stat = good and higher roll = good, which is what I'm after. Trying to roll a 1 or 2 to pass a test seems unnatural to me in most cases.

The Tin Dictator25 Feb 2013 5:51 p.m. PST

Roll a D6. Consult table. Apply Results.

YOU ARE A…
1= Yellow Dog
2= Mangy Cur
3= Town Drunk
4= Little Lady
5= Cowpoke
6= Marshal Dillon

vojvoda25 Feb 2013 9:32 p.m. PST

Gut check is a contemporary term used by most SOF forces. Gutless is a staff puke. A gut check is a test of ones resolve. Gutless is lack of a backbone. YMMV

VR
James Mattes

HardRock25 Feb 2013 11:05 p.m. PST

Skeedadle Check

Thunderman26 Feb 2013 4:33 p.m. PST

Thanks for the help, I ended up going with a Gutless stat, where lower = better and it's the base target number for morale checks. Maybe not traditional, but I'd rather have a name that implies the score you want.

TurnStyle26 Feb 2013 4:46 p.m. PST

link

^Pretty good compilation of Old West slang. I use "Guts" for my morale/courage value, and thus it's a Guts check.

religon27 Feb 2013 11:28 a.m. PST

@Thunderbird,

I would be critical reviewing a commercial product with your non-traditional attribute adoption. It seems conceptually awkward. Imagine Basic D&D if it adopted this method…

A Fighter with Leadership potential:
Weakness 3
Stupidity 11
Foolishness 10
Clumsiness 16
Puniness 9
Ugliness 4

Thunderman27 Feb 2013 11:45 a.m. PST

I'll all ears for an alternative. Like I said the target number needs to be set because there could be 6 or 7 dice rolled at once, so having a static target number and the attributes being a bonus to each roll becomes even more unwieldy.
D&D works with a flat AC target number because you're only rolling 1D20. If it was 6D20 and you had to add +8 or +12 (or whatever your total mod is) to every roll I think the system wouldn't feel as smooth.

Would naming the stats (all lower = better) like this make more sense:
Ranged Target Number
Melee Target Number
Bravery Target Number

They are more generic and less flavorful, but at least it gets away from the "negative statline" you talk about.

Personal logo mmitchell Sponsoring Member of TMP28 Feb 2013 12:41 a.m. PST

Not sure what to suggest as an alternative, but I must admit that I prefer a game where there is consistency. In Gutshot, for example, we have a simple statement that covers our philosophy (and mechanics): "Whenever you roll the dice, you want to roll high."

If mixing your stats would allow you make a simple summary statement like that regarding your rules, then I think it's okay to mix high and low stats. Just keep in mind that doing so might make your rules more difficult to teach and remember.

Mike Mitchell
Hawgleg Publishing

TurnStyle03 Mar 2013 11:46 p.m. PST

I have to agree with Mike – consistency is always key. My game system takes it to a bit of an extreme. :D

Sorry - only verified members can post on the forums.