Help me?

Help me /tg/. I need a game mechanic, for a surfing competition, that is more fun than "highest roll wins w/ flavor text."

Can anyone point me to a system that can make non-combat competitions between players and NPCs fun for the players?

  1. 4 weeks ago
    Anonymous

    Have them go surfing.

    • 4 weeks ago
      Anonymous

      Bring buckets of water to the table and splash whoever rolls the lowest in the face with them

      Good start, good start. But let's keep spit balling. Maybe with some RPG systems?

      • 4 weeks ago
        Anonymous

        Isn't there some 1dGanker system for skateboard racing

        • 4 weeks ago
          Anonymous

          Found it.
          https://1dGanker.org/wiki/VeloCITY

          • 4 weeks ago
            Anonymous

            Unfortunately, human powered movement is a big part of the mechanics.

            • 4 weeks ago
              Anonymous

              Don't surfers have to paddle

              • 4 weeks ago
                Anonymous

                They paddle out to the wave. Once they're on the wave it gives them all their speed.

  2. 4 weeks ago
    Anonymous

    Bring buckets of water to the table and splash whoever rolls the lowest in the face with them

  3. 4 weeks ago
    Anonymous

    Just turn it into a 4e skill challenge

    • 4 weeks ago
      Anonymous

      Look up surfing on Boardgamegeek and sneak whatever looks game looks best into your campaign as a "homebrew subsystem"

      I have no system but best thing I can think of is have the PC and their competitor along a fake 'race track' which shows how many style points or whatever they need to cross the threshold and win. It'd show where decisions they make during the competition can influence how much progress they achieve. Like "Brad just caught a wicked surf and even managed to skiff close enough to you to splash you in the face, you hear the crowd laughing, how do you top that?" Then present a small list options in increasing risk/reward. Maybe roll stat checks if the risk is high enough then slowly up the ante.

      I think that just solved my issues, thanks. There's a board game called Tavarua that, with skill challenges, I think gives me what I need. Wave as the enemy combatant, they pick a wave, skill check to ride, then skill checks to perform tricks and contests against the wave's score to keep their balance. Successes determine score and they can stop when they want, or if they push it they might fall off their boards.

      So something like: there's a DC 10 wave and a DC 15 wave coming. Choose your wave and roll surfing to catch it. Each wave lasts 1d6 turns and gets +1d4 DC per turn. DC of the wave gives a base score (of 10 points), each trick successfully performed gives +X points, failures give -X points, and contested rolls that are failed against the wave cause a wipe out.

      I dunno. I'll have to work it out in excel a few times to balance it. But something like that where they get to choose their risk-level, then they get to push their luck, and they have something to challenge against... would that be an enjoyable mechanic for players to challenge, in order to try to be the gnarliest surfer?

      • 4 weeks ago
        Anonymous

        >would that be an enjoyable mechanic for players to challenge, in order to try to be the gnarliest surfer?
        No, because skill rolls are fucking stupid.

  4. 4 weeks ago
    Anonymous

    Look up surfing on Boardgamegeek and sneak whatever looks game looks best into your campaign as a "homebrew subsystem"

  5. 4 weeks ago
    Anonymous

    I have no system but best thing I can think of is have the PC and their competitor along a fake 'race track' which shows how many style points or whatever they need to cross the threshold and win. It'd show where decisions they make during the competition can influence how much progress they achieve. Like "Brad just caught a wicked surf and even managed to skiff close enough to you to splash you in the face, you hear the crowd laughing, how do you top that?" Then present a small list options in increasing risk/reward. Maybe roll stat checks if the risk is high enough then slowly up the ante.

  6. 4 weeks ago
    Anonymous

    Disclaimer: I don't really know how surfing works.
    Each guy in turn is waiting for good waves - they have to take the 6th one or they're out of time. But the size is random, and they only get one shot.
    Bigger waves are a harder check. The one that passes on the biggest wave wins. If you tie in wave size, the one that passed by the largest margin wins.

  7. 4 weeks ago
    Anonymous

    I never surfed, but I know they have a time limit and the "quality" of the wave is important to what you are going to do...so I don't know, give players X rounds, every round you roll to see the quality, then the player roll to access the quality, decide if he is going to try this one or wait to the next, if he tries, decide which maneuver he is going to try, if he succeeds he get some points with extra points given to how well he succeeded, and succeeding or missing he loses the next couple of rounds getting into position to try again later

  8. 4 weeks ago
    Anonymous

    lay out a system, they can choose to do a Easy, Normal, Hard, or once in a life trick, and assign them points.
    ~Low DC for Easy and gives 1 point
    ~Average DC for Normal and gives 2 points
    ~High DC for Hard and gives 3 points
    ~And either nat 20, or my personal favorite, the player explains what they want, and the rest of the group comes up together what the dc should be for that player to succeed for the once in a lifetime trick, for a total of 5 points.

    Designate 3 rounds, each player chooses what they want to do at the same time in secret, reveal it, and make the rolls, and if they succeed, they get the points, if they fail, they get 0.
    Makes the players have actual choices, and can choose to play safe, or gamble. And having 3 rounds, can make interesting interactions, as there will be points where players would HAVE to attempt a difficult DC to win over another, and you can RP it as the players desire.
    Making an experience that isn't just DC rolls, but makes the players have to RP

  9. 4 weeks ago
    Anonymous

    1. Roll some kind of observation or knowledge (nature) type check to pick the wave. This determines how long they could potentially ride it for, i.e. how many "turns" they get riding the wave.
    2. Each turn they choose how crazy they try to get with their tricks. They can pick any number to add as a bonus to a performance or acrobatics type of roll for the trick, but then double that number is subtracted as a penalty from their athletics roll to stay on the board. If they fall off the board they forfeit their score for this wave or something (idk how surf competitions work with scoring) and can't keep riding this one.
    3. Add the trick rolls to get their score, and if they fail the athletics roll they wipe out.

    Another option: instead of just picking a flat difficulty for the waves, roll that randomly each time they pick one so that there are more factors to consider with the pushing your luck mechanic. Maybe also add a bonus based on the difficultly of the wave.

  10. 4 weeks ago
    Anonymous

    Extended contests in mspace or nights black agents? I think index card rpg has mechanics for random shit as well?

  11. 4 weeks ago
    Smaugchad

    4e "skill challenges"

  12. 4 weeks ago
    Anonymous

    Just play circus maximus but with surf boards instead of chariots. Including whipping your opponent

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