As with a lot of people I love Baker’s lists.
The idea of simply choose more options if you roll higher is a beautiful self regulating system.
Instead of difficulty modifiers, simply if you’re in a situation where some of the results are irrelevant, then your target number is smaller because you only need a partial success.
So what if the entire game was only lists like this, and you actually got an extra option for each level? Not this two levels of success thing, but, I dunno ten?
Here’s an example (in it I use the term String to represent undefined social currency, as well as the phrase lash out physically. My regards to Monsterhearts.)
(Oh, it also involves my take on how violence should work in more games, where the point is to assert dominance and incapacitate your enemy, not kill. Then if you want to kill you can simply do that without a roll once they’re helpless.)
Anyway!
Example move:
When you lash out physically Roll 1d20+Conviction
On a 10+ you constrain, knock out, or incapacitate your enemy.
And choose 1 option for each point higher. You can only choose 1 option under the break for each point above 15.
They don’t gain a string on you.
You gain a string on them.
You gain a string on someone watching.
Someone watching gains a string on them.
Someone watching doesn’t gain a string on you.
—
You gain a string on everyone watching.
Everyone watching gains a string on them.
Everyone watching doesn’t gain a string on you.
The rumour mill tells whatever story you want about it.
Someone worse doesn’t show up.
Nice way to use the d20’s spread, too.
Good point. These are just sample numbers, but well said regardless.
AP might set in too. Three options tends to be more than enough to establish fictional variety without so much granularity. Nice idea though!
Mark Diaz Truman – this is the move I was talking about tonight.