[RPG] Homebrew: Predictions

By Shinjo Yosama, in Legend of the Five Rings: The Card Game

When a player wishes to gain advantage over an enemy, or maybe aide an ally then they can call for a prediction. They must call for a prediction before the current active player declares their action. Once a prediction is declared the active player, and the player, or players calling for a prediction all write their prediction(s) down on a slip if paper, as well as any counter or aide action.

The gamemaster reviews all written declarations, and may then ask for any appropriate roll(s) from the active player and the predicting player(s). This does not grant any additional attacks, or actions. The accuracy of the prediction determines whether the counter/aide action actually succeeds, and what it grants the predicting player in terms of their next action. Falsely predicting an active players action can result at increasing the difficulty of the predicting players next action. Successful prediction on a declared counter action can possibly negate the active player's action. Successful prediction on an aide action can result in a free raise for the active player, but cost the predicting player a single use of void for the day.

This is an idea that was bouncing around in my head last night, thus it is roughly sketched out atm. I have used similiar style interrupt actions in the past, and it has resulted in everything from spectacular teamwork, to an almost spontaneous slap stick comedy effect. The shenanigans that such interrupt actions like these can bring to a game is amazing when handled properly, and with maturity. They can also backfire, and create hard feelings between players sometimes.

Any thoughts or suggestions as to how to improve on this interrupt action?

Any thoughts or suggestions about how this can be used socially in the game?

Can you give a couple of examples of play? I'm having difficulty envisioning precisely how this would work; I've never played a game with a mechanic like this.

Sure, as with any interrupt action timing is a key factor.

Gamemaster: Rori it is Adelle's action what do you do?
Player A: I would like to make a prediction.
Rori: I...
Gamemaster: Hold that thought, and write it down for me. Handing Rori a 3x5 index card. Also hands Player A an index card. Write down your prediction, and what you are doing about it, whether that be assisting Adelle, or stopping her from performing the action.
(Furious writing from both players sitting at opposite ends of the table. Cards handed back to the Gamemaster. )
Rori's card reads I fire a bolt at player A's head.
Player A's card reads Adelle is going to fire a bolt at my head.
Gamemaster ask for Rori's attack roll, granting Player A their Reflex added to their defense for an accurate prediction. Rori's roll is high enough to hit Player A's static defense, but not high enough to hit the adjusted defense for the prediction. Gamemaster declares, "Adelle points her crossbow at Player A and fires a bolt. The bolt flies through the air but is snatched at the last moment out of what seems to be a sheer reflexive action.

Gamemaster: I need initiative from both of you.
Player A: I forgo initiative to call a prediction.
Player B: I have an 18 initiative
Gamemaster: Player A give me your prediction
Player A: Writes down Player B will open with a round house kick. Hand paper to gamemaster.
Gamemaster: Ok Player B you have initiative. What do you do?
Player B: I am going to round house kick Player A.
Gamemaster: Roll your attack Player B
Player B: Rolls dice, announces 24!
Gamemaster: You miss, and have left yourself open to a counter attack. Player A it is your turn, what is your action?
Player A: I will attempt a snap kick to Player B's groin. Rolls dice, I have an 18.
Player B: Hah I have a 19 defense you miss!
Gamemaster: You forget Player A predicted you, and you are vulnerable. Player A made a called shot raising your defense to 23, however a plus 6 for Player A's prediction makes 24 and results in a hit.


As you can see these two are combat examples and in favor of the predictor.

Taking the above example.

Player A writes down Player B will attempt a lounge punch.

Gamemaster: Ok Player B you have initiative. What do you do?
Player B: I am going to round house kick Player A.
Gamemaster: Roll your attack Player B
Player B: Rolls dice, announces 24!

Gamemaster: You hit Player A, Give me your damage roll, and add an extra dice to it. Player A made a false prediction, and stepped into your attack.

This is what often happens if a prediction goes wrong it usually it not forgiving to the one who made the prediction.

An example of aiding another with a prediction.

Gamemaster: The bandit is charging at you with his sword raised, and his shield held mid guard to protect himself. Roll initiative.

Player C: I want to make a prediction.

Player A: I have a 12 initiative.

Gamemaster: Player C write down your prediction, and Player A the bandit has a 12 initiative as well.

Player C: Writes down Player A and the bandit will strike each other's shields with their swords.

Gamemaster: Player A declare your attack, and roll.

Player A: I swing my sword in a wrap shot hoping to skim over his shield and hit the bandit's head. My attack roll is 15.

Gamemaster: The bandit brings his sword down with a resounding thud upon your shield, he also raises his shield so that your own sword rings harmlessly off his shield. Player C it is your turn. You may add Player A's attack and damage bonus to your own attack roll.

Player C: I thrust my spear at the bandits midsection in an attempt to skewer him. I have a 21 on my to hit roll.

Gamemaster; You hit, and damage?

Player C: Ok I hit for 10 damage.

Gamemaster: You have skewered the bandit, he slumps over dead.

Edited by Shinjo Yosama

Pausing to write down the predictions sounds like it would really throw the natural flow of the story around a lot of tables.

As L5R already has a mechanic to bet against yourself to gain better successes if you succeed (raises), I'd need better examples of how your prediction mechanics would improve play before I'd adopt them. But thanks for sharing!

Edited by Gaffa

Since you say you've used stuff like this before -- do you find it slows down the game? I might not mind it so much in combat, where everything has ground to a halt anyway, but in normal RP my instinct is that it would keep chopping up the flow of the conversation.

Yes it can slow things down a bit while waiting for predictions to be written down. I have not used this in L5R, and thus far only in combat. I was curious about whether it could work. You are correct it would interrupt the flow of conversational roleplay. You can see by my examples I have mostly used it in western base fantasy games. Well it was just a thought. Thanks for your time, and replies.

I mean, it's an interesting idea, and thanks for sharing! I just don't see the benefit for my gaming table, at least, compared to the investment.

Now if L5R had a rules system like, oh, Dr. Who , then you could do something like that more easily. In Dr. Who , actions you can take are broken up into broad types, such as Running, Talking, and Attacking (it being a game about the Doctor, anyone wanting to Run or Talk always gets initiative over anyone wanting to Attack). In that type of modal game, you could use your prediction mechanics more easily -- each player could have a set of cards marked with, for instance, Run, Talk, Attack on the other side. If they wanted to Predict, they could pick one of their cards and just push it to the middle of the table, face down.