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WHIFF d66
D66 complications when you miss an attack in MORK BORG.Written in response to Johan Nohr's twitter thread about how missing an attack should still lead to something interesting.  W.H.I.F.FS Weapon Has Interestingly Failed. FabulouS! DESIGN GOALS: A) A failed attack roll should still change some element of the fight or environment in a way that 1) escalates and/or deteriorates the situation, and/or 2) leaves a scar or tangible evidence of its occurrence. SCVM are (usually) not superheroes or trained assassins. They don't even do karate. Violence is entropic, disruptive, unpredictable and lingering. B) It's OK if there are only “cosmetic” results. Just because some candles get knocked onto a stone floor doesn't mean the stone catches fire. C) Any result that benefits only the attacker or defender must be counterbalanced by an equally likely result that benefits the other. Both sides should be sweating. D) The existence of this chart should encourage players to plan for loosing their weapons and to pay closer attention to each other's turns. CHAOS LEVELS: HIGH: roll every time any character WHIFFs. MEDIUM: when a character whiffs, reroll the attack (or flip a coin). If this roll succeeds (or the result is tails), roll a WHIFF result. If it fails (heads), enjoy the emptiness of a TRVE WHIFF. MEDIUM-LOW: Roll once per turn. The result effects one random attacker who whiffed that turn. LOW: Use this table for critical fumbles only, or for rolling below a certain threshold (ex. Missing by 5 or more.) NOTES Consider eschewing a WHIFF roll, or rolling less often, if the whiffing attacker has otherwise set up the context of combat to their advantage (planning, readiness, clever tactics etc.) or is an especially trained fighter. The best WHIFF will be one improvised and specific to the moment in your game. Roll on this chart when unsure, you want inspiration, or you love chaos. *Degrading a weapon's damage die means a weapon normally dealing d
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