Risk Rolls in TFT
Copyright 1997 by Rick Smith
I do not often use Risk Rolls in TFT, but sometimes they are the best way to have the character quickly get through some game time. I prefer the following rules to the ones in ITL because they are more deadly for 'high risk jobs' take into account the fact that strong, highly armored figures are at less risk, and generally give out less EP (I want my players to adventure to get the EP).
In TFT, jobs and other events may occasionally have the player make a risk roll. This is shown as two numbers separated by a slash (for example 4/15). You will make a roll on 3 dice, and compare the dice total to these two values.
The first lower number, is the value you want to roll equal to or below, for something good to happen, (a successful roll).
The second higher number is the value you want to avoid rolling equal or higher than, or else something bad will happen, (an unsuccessful roll).
Armor Allowed in Risk Rolls:
The Armor that protects you if you take damage during a risk roll is the following items: Warrior, Veteran and Campaigner talents will protect you, as will your normal armor, your shield and any magical protection. (These types of protection are called your Risk Roll Armor.) The more armor you have, the less risk you are at, and therefore, the less experience you can earn from successful rolls.
Successful Roll:
If you roll equal to or less than the first number you have gained a notable success. You get any bonus money etc. the GM wishes to give you, and you get experience points. The amount of Experience Points (EP) depends on your armor and the adjusted ST of the character:
adjST + Risk Roll Armor = 11 or less, you get 1 Att. of EP or 500 EP which ever is less.
adjST + Risk Roll Armor = 12 to 14, you get 1 Att. of EP or 400 EP which ever is less.
adjST + Risk Roll Armor = 15 to 17, you get 1 Att. of EP or 300 EP which ever is less.
adjST + Risk Roll Armor = 18 to 20, you get 1 Att. of EP or 200 EP which ever is less.
adjST + Risk Roll Armor = 21 or more, you get 1 Att. of EP or 100 EP which ever is less.
Unsuccessful Roll:
If you roll equal to or above the second number, you do not get paid for that week's work and the GM may access other penalties.
If the second number is a 16 or higher, you must also roll 4 dice vs your highest attribute or take 4 dice of damage.
In cases where the second number is a 14 or 15, you are in a high risk job. Instead of the 4vs(Your highest Attribute) roll above, you must roll 4 dice vs a random attribute (on 1 die; 1,2: vs ST, 3,4: vs DX, 5 or 6: vs IQ) or take 4 dice of damage.
If the second number is a 13 or less, you are in a very high risk job. You must roll a 4vs(Your lowest Attribute) or take 4 dice of damage.
If the damage less your armor equals, or exceeds, your ST you are dead.
EXAMPLE:
Dorrin the Dwarf becomes a caravan guard on a trip thru the Entempect Mountains. The job pays $ 50 / week and has a risk of 4/16 (except for two weeks travelling thru Ambush Valley). Dorrin has Small Shield (stops 1), Leather Armor (stops 2) & Magic (stops 1). His attributes are a ST of 11, DX of 12 (10), & an IQ of 11.
Calculating EP Level of successful rolls: Dorrin's adj ST of 11 + 4 Armor = 15. Thus he will get the lesser of 300 EP or enough EP to go up one attribute. Since he currently needs 125 EP to go up an attribute, he would get just 125 EP for a successful risk roll.
For the first 5 weeks of the trip, Dorrin makes 5 risk rolls: 15, 12, 8, 11 & 16. When a 16 is rolled he must make a 4 die roll verses his highest attribute. It is a tie between his ST and IQ (DX is lowered because of the leather armor). He rolls a 19 and is wounded. He rolls 4 dice of damage and takes 13 hits before armor. After armor he has taken 9 hits. He must travel in a wagon until he has healed. We assume this happens at the start of the week so he does not get paid for that week of work (resting in wagon) With medical care he heals 6 hits in the first week. His adj ST is now at 8.
Dorrin is more than a little greedy and chooses to go back on guard duty (he will heal only one point per week if he is working, but he thinks that the chance of getting hurt is pretty low.) Note that his adj ST of 8 + 4 armor = 12. He is now in a higher risk situation, and if he is successful, he would get the lesser of 125 EP or 400 EP. (Still only 1 attribute for Dorrin, but it could make a difference for some people).
For the Next 3 weeks, Dorrin makes these 3 rolls: 11, 9, 11. He is now completely healed up. (In my campaign Dorrin gets 5 EP for each point of honorable damage he heals. Thus for the 9 points of damage he took, he receives 45 EP.)
Two more weeks rolls: 6, and a 4! A grand success! Dorrin is a 34 attribute figure so he needs 125 EP to go up an attribute. His adjST + R.R. Armor = 15 so he gets one attributes worth of EP or 300 EP which ever is less. The lower one is the 125 EP so he goes up one attribute. He chooses to put the attribute into his ST. He is now a ST 12, DX 12 (10), IQ 11 character. In addition to the experience, the GM decides that the caravan master is impressed by Dorrin's bravery and gives him a $10 raise, good for that week and the remainder of the trip. He rolls three more weeks: 15, 12, 11.
Now for the next two weeks the caravan passes thru Ambush Valley. So named for the many good ambush sites, and common brigand activity. The GM says the risk is 5/14 for the next two weeks. The Caravan master will pay double for these weeks as well (it is traditional). Dorrin rolls these two numbers: 10, 14. An unsuccessful roll.
As well as losing a week's pay Dorrin must roll 4 vs A RANDOM ATTRIBUTE (because there was such a high risk). The GM rolls 1 die and gets a 3. The worst possible result, Dorrin must roll a 10 or less on 4 dice. He tries and fails, rolling a twelve. He now takes 4 dice of damage and rolls 15 hits. He stops 4 hits so he takes 11 damage, and is barely alive, horribly wounded. He gets healed for 6 hits this week, and elects to stay in the wagon for the next week as well.
Dorrin would prefer not to make any rolls at all, but the GM tells him that even people in the wagons are at a small risk, a -/18 risk roll. Thus Dorrin has no chance to get an attribute, and a small chance of being hurt. Dorrin rolls a 12 and is safe. For this week of resting, he heals 4 more hits. Dorrin is 1 point away from being completely healed up. He chooses to get back to work.
Last week of trip (at a 4/16 risk), Dorrin rolls a 6. He heals the last point of damage (and in my campaign has earned 55 EP for recovering from the 11 hits).
Dorrin gets paid 9 weeks at $50 / week & 5 weeks at $60 / week, and 2 weeks at double pay at $120 / week, and now has $990. Dorrin can get back to the spying and politics that is the main thrust of the campaign.
All of these rolls took just 3 minutes of the GM's and player's time, a quick way to skip past some game time the GM and Dorrin's player were not interested in.