It sounds like a neat idea to me and could be fun given a specific situation where random works!
I actually keep dice on my desk or pull up a random dice program for many of the rolls I do so I don't have to bug people I'm with on what options I let Jancis deal with if that serves better than the /random in game. Or as a sideline option - it can either add or break up role play so play it by ear obviously (whatever is most fun = win anyway).
Honestly it's hard to think of Berrod as failing, no offense, and I only say that because if there's a lot of <250 rolls it's going to get frustrating. Might be part of the idea to either think of it as a miss, that he attacked something that doesn't currently impact the foe but perhaps something in the environment as a utility move, or he decided to go more defensive and gain ground. Basically it can be either a the attack failed or revert to Plan B.
Or limit how many times Berrod can fail. Maybe after a 'fail' roll he gets a default "can't fail" turn and the /random index changes to 0-332 / 333-665 / 666+ that uses the last three options on effectiveness.
Just a couple ideas to play with the system without getting downtrodden by RNG.
I actually keep dice on my desk or pull up a random dice program for many of the rolls I do so I don't have to bug people I'm with on what options I let Jancis deal with if that serves better than the /random in game. Or as a sideline option - it can either add or break up role play so play it by ear obviously (whatever is most fun = win anyway).
Honestly it's hard to think of Berrod as failing, no offense, and I only say that because if there's a lot of <250 rolls it's going to get frustrating. Might be part of the idea to either think of it as a miss, that he attacked something that doesn't currently impact the foe but perhaps something in the environment as a utility move, or he decided to go more defensive and gain ground. Basically it can be either a the attack failed or revert to Plan B.
Or limit how many times Berrod can fail. Maybe after a 'fail' roll he gets a default "can't fail" turn and the /random index changes to 0-332 / 333-665 / 666+ that uses the last three options on effectiveness.
Just a couple ideas to play with the system without getting downtrodden by RNG.