Post
by mushgnome » Mon Mar 22, 2021 5:32 pm
OOC: Willie rolled a 6 on his MYTHOS roll, so it's probably a good time to pause and review this experimental mechanic. I want to introduce this to the game in a way that is transparent and fun for the players.
A quick note: I've been trying to avoid the phrase "sanity check" (I try not to stigmatize mental illness) but the thing is, it's a clear and accepted term, and everybody knows exactly what I mean when I say it. So unless one of you can come up with a better suggestion, "sanity check" it is, just for clarity more than anything. But I don't really think of Mythos = Insanity so much as an attunement to the supernatural or "being in the know."
There are two types of MYTHOS checks: Opposed and Investigative.
Opposed checks are for situations where someone is trying to stop you. Both parties roll a d6. If you roll higher, you succeed. If I roll higher, I stop you. If you are willing to risk a MYTH increase, then you can "push the roll." This gives you an extra d6, and you use the better of the two dice, but if the bonus die is the higher of the two, you have to make a Sanity Check.
Nobody is opposing Willie, so it's an Investigative check. The interesting thing about Investigative checks is, they always succeed! The MYTHOS wants to be discovered. It has a way of sneaking up when your back is turned and worming its way into your subconscious. Investigative checks don't determine success vs. failure; they determine how well you succeed. On a roll of 1, you learn the bare minimum to advance the storyline. On a roll of 5, you learn everything there is to know. But on a roll of 6, you learn a little too much and you have to make a Sanity check!
And then the Sanity check mechanic is simply, roll 1d6, and if it's higher than your current MYTH, your MYTH goes up by 1. But if your MYTH reaches 6... uh oh!
Crunching some quick numbers: If your current MYTH is 1 (like Willie) then you have about a 13.9% chance than an Investigative check will raise your MYTH to increase to 2. (1 in 6 chance of rolling a 6, and then 5 in 6 chance of failing your Sanity check). If your current MYTH is 5 then you have a 2.8% chance (1 in 36) to roll double 6's, which raises your MYTH to 6 and your character becomes an NPC under the DM's control. I'm okay with those odds; what about you?
Stay tuned to learn what mysteries Willie has unravelled with his roll of 6...
[f=59]
Stern (
Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]