SYSTEM: ICONS
I was thinking about pyramid tests in ICONS. I don't think
they're a solution without a problem, but I think there isn't enough
guidance about what they can be used for. Let me make my suggestions,
and other things will naturally occur to you.
A pyramid test is a set of tests where you want to accumulate a massive
success. Lesser successes add to larger successes. So you could roll
once, or eight times barely successfully. That's the concept. How can
you use it?
In combat, it could represent firing the photon torpedo down the narrow
access shaft to destroy the Death Star, or managing to get sufficient
damper rod material into the atomic monster's tiny mouth opening. (There
might even be a way to replace actual combat with Stamina and such with
pyramid tests, but I don't want to go there.) It's an interesting way
to handle a crowd of minions or a swarm of bees: rather than treating
the swarm as a single opponent, the PCs have to win a pyramid test where
they can use any technique, from swatting with the wall of a shed to
the quantities of honey they put out to attract the insects.
In tests, it's good for something that the skillmeister does while the
combat bunnies fight. For instance, perhaps the combat bunnies keep the
Killdroids busy while your tech-savvy character is defeating the
firewall(s) around the computer that controls the Killdroids, or that
supplies them power in a mad Nikola Tesla air-power scheme. The
tech-savvy character may take three panels to break into the computer
while the fighting goes on, but the combat bunnies would never be able
to destroy the Killdroids unless TechGuy got through the firewall.
One place that I've had good luck is to use the pyramid test instead of detective
work. In a scenario I had written, there was a certain amount of
detective work, which was the jam for my first playtest group but
tedious to the second. The first group just roleplayed it. (In game
terms, I was mostly concerned with how fast they'd find the information,
not that they'd find the information.) I replaced the roleplaying with a
pyramid test, because the second group of players preferred--they were
able to say, "Oh, I'll do this to test," roll to see if/how well they
did it, and add that to the pyramid test. So long as players had
reasonable ideas of how to approach the problem, I allowed it. The fact
that you can spend an Advantage to get +2 to effort helped, too, because
they were able to minimize the boring detective stuff and get on to
what they wanted, which was to fight bad guys.
Your opponent can negate your character's successes, or you can run with
a second pyramid test. They represent opposed and unopposed tasks: if
what your opponent does subtracts from what you do, then you subtract
their degree of success from the total you've achieved.
Uberfraulein (the cousin to Ubermensch) is having a tug of war with
Wonderful Chick. Obviously they're working against each other. You have a
single pyramid test.
Ubermensch and Flicker are running for charity. Unless they're actively
working against each other, I'd run it as two separate pyramid tests,
each rolling against the same target number. Ubermensch will probably
lose to Flicker because he has flight 8 and Flicker has Superspeed 9,
but maybe not. Maybe an earlier mistake by Flicker (that is, a bad roll)
will allow Ubermensch to get to the finish line first. (You can even
make it a sub-game by giving each player the choice of whether they want
to make a roll to add to their own pyramid or subtract from the
other's.)
You could certainly run a pyramid test when trying to convince someone
that they are wrong about something--say, your character's secret
identity. Your character needs to provide a certain number of points of
proof, because the other person knows that shape changers exist, so just
seeing the two of you in a room isn't going to convince them.
Basically, if one person has to succeed at a number of tasks in a row, a pyramid test might work.
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