Home Rules for Miso RPG: Rolling Critical

Thinking about how Miso RPG works, it’s really sleek and streamlined for the type of adventuring I wish to write about. There’s one thing I’d like to add to it, though: critical roll actions! Note this is a “house rule” and does add a bit of complexity to Miso.

Miso_logo

Option A:
Let’s keep it fairly simple, and roll on a d6:

Roll Major Focus Details
1 Bit – Perform Shocking Act Countdown in turns: T -2, -1, 0=no choice
2 Logical AND Yes AND, No AND
3 New NPC – Negative NPC hinders story direction
4 New NPC – Positive NPC helps story direction
5 Logical BUT Yes BUT, No BUT
6 Location – Move It Countdown in turns: T -2, -1, 0=no choice

Rolling a CRITICAL on any die forces the table above into play. On ‘countdowns’ you have up to three “turns” to force the action. On T -0, you have no choice but to take the action. Bit is part of the scene description in Miso, as is Location.

Not for you? How about an idea posited by Tam H (Alto Dizi) on the Lone Wolf Roleplaying group on Google+:

Option B:

You could do an and/but thing playing with the crits.

A. d6 Hero flees
B. d10 Hero stays

Roll a 6 on the d6 and an 8 on the d10; the hero stays, but (because of the crit on the losing die) something negative or a drawback happens.

Roll a 6 on the d6 and a 3 on the d10, the hero flees, and (because of the crit on the winning die) something positive or an intensifier happens.

Can’t decide which to use? 50/50, Option A or B. Flip a coin, or roll even/odd on d6.

2 thoughts on “Home Rules for Miso RPG: Rolling Critical

  1. Pingback: Ryerson’s Bluff: Scene 1.1 | abandonedbrain's ramblings

  2. Pingback: Friday Grab Bag: 3 Dice Dungeon, Explaining the OGL, Sandbox Axioms, and More – die heart

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