Yes, I’m a homebrewer/rules hacker sort of guy. It’s what I enjoy doing. Tweaking all sorts of various rules to fit what think would be the best a campaign. Now, my current campaign is mostly based on Professor DM’s Deathbringer with some ICRPG elements and my own weird imagination.
I’m not using all of ICRPG. I might do a campaign for it later on but right now I’m just using it as one of my favorite GM Tool Kits. One of the things that I’m not really using is EFFORT. Well, not completely any way. Normally, EFFORT is basically damage. It’s used to complete dramatic or time sensitive tasks. Make a d20 roll and if you beat the Target Number then you do “damage” to the task. What you roll for damage depends on the character and whatever equipment that they might be using. For this campaign, I decided to use EFFORT only for some very special circumstances. That is for magic. For the purposes of this post, I’m going to only focus on a couple of uses. Summoning demons and banishing/exorcising them.
OK. Here’s where you’re going to learn more about ICRPG. First, the GM will set the Target Number. This should be from about 10 to 18. Sort of the overall difficulty. It’s part art and part science setting that number. Then how much EFFORT will it take? That’s the easy part. It’s Hit Points. So how EFFORT do you do with a successful roll? Well, if you’re just using magic words and waving around your hands that’s d4 (Basic). If you’re using better and better spell components, materials, tomes, or whatever then work you’re way up the die chain; d6, d8, d10, and d12. What about bonuses? Since I’m not using the full ICRPG rules that would be INT bonus to casting but the magic using types would add that to their EFFORT. Roll that Nat 1 along the way then things go bad. Roll a Nat 20 then that’s a crit.
This will probably freak out the folks who are used to ICRPG and folks who don’t know it, will be scratching their heads. Think about it. Apply it how you want. And have fun.
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