One of the rules that my players like in particular from Hollow Earth Expedition is “taking the average” — where the character can take the average expected success of their die automatically.
Example: Jack is an athletics guy who needs to do some fast footwork across a crumbling stone wall to get to the heroine and rescue her. Jack’s Athletics is a 6…and average expected success of 3. The wall is wide but in sketchy condition — loose mortar, etc. — He need 3 successes to make it across. Taking the average, he’s done it but without aplomb.
Now for the average every day stuff — driving a car down a road at normal speeds in normal traffic — you shouldn’t need to roll a test. In some more important tests, taking the average allow you to succeed at more difficult tasks without risking a crappy die roll. But that, in itself, can be a problem for players…when you have a high average (remember, HEX difficulties generally range from 1-5), you don’t really fail at anything. That removes a certain sense of danger and chance from the equation.
So to address this, I propose a few tweaks to make taking the average not so pat. On tests where there is danger, or something at stake, the character taking the average still get their average benefit, but they roll their dice anyway. If they roll all failures they botch, even if they succeed.
Example: Jack takes the average and goes over the wall fast and without risk of falling to his death, but when he rolls his six dice and gets all failures. The GM decides that at the last moment, the wall collapses and he throws himself to safety on the altar platform that the damsel in distress is on. Now they are on the 18′ rickety platform, their initial means of escape gone, and the natives below have them surrounded.
Or the GM could have gone with the wall crumbles, even though Jack didn’t fall through any fault of his own.
5 December, 2010 at 23:50
I have been noticing that most groups that discuss the use of Ubiquity, cite Taking the Average in stressful situations such as combat, despite the limitation proposed by the rules not to do that (as it will, as you note here, decrease the dramatic tension of dangerous scenes.)
How long did it take your group to make the shift from rolling combats, or at least choosing to roll to get closer to their maximum possible successes, and Taking the Average?
How long after that did it take for them to lose the thrill of being able to Take the Average to smite what needs smiting, and suffer from the loss of the sense of risk?
I hope to run a game (All for One: Regime Diabolique) soon, and am wondering if I should interfere in what seems to be the natural course of evolution for most groups using the system:
‘Friends don’t let friends take the average in combat’… or do they?
6 December, 2010 at 00:08
A few of them stated taking the average in things like chase sequences — we don’t tend to see it in combat as — and you pointed this out — you don’t have the opportunity to really lay into the mook/monster/whathaveyou with an average. (Taking the average on a dinosaur gets you killed. Fast.)
7 December, 2010 at 04:02
Good to know~ 😉