Here's a somewhat long thread to explain a problem and ask for your #opinions.

Random #question about GUTS+ I'd like your perspective on:
There's this rule about rolling doubles, where when you roll a double, you get a bonus die and can allocate its values among the dice you rolled for a higher chance of success.
There's another rule where you earn a special kind of experience points (Learning Experiences) when you negatively fail a roll (i.e. roll enough 1's)

1/4

#GUTSPlus #RPG #rule #help

So when you get to roll more than 1 die for a given stat, for example 2 dice, and both dice are 1's, you get the double bonus, which means at the lowest, you can add 1 to one of your dice, which means that you'll never roll a negative impact failure, and therefore never get Learning Experiences.

To remedy this, I've thought of several possible options.

2/4

#GUTSPlus #RPG #rule #question #opinionsWelcome #help

Should I:

1. Subtract an arbitrary number from the bonus die if you roll doubles of a failing value (i.e. subtract 1 if you roll double 2 or 2 if you roll double 1)
2. Make learning experiences earned from *any* level of failure outcome on a Check roll (i.e. enough 2's and 1's both)
3. Make double 1's not get the bonus die at all

3/4

#GUTSPlus #RPG #rule #question #opinionsWelcome #help

4. Use the bonus die from double 1's to *replace* the value of one of the dice
5. Make it so if you ever roll *more than half* your dice with a 1, you instantly get a negative impact regardless. (This rule would apply to "more than half" of any one value—you instantly get that success level)

I'm leaning toward #3 and #5, but what do you think? Or can you think of a better solution?

4/4

#GUTSPlus #RPG #rule #question #opinionsWelcome #help