This one has been a-bugging me for some time...
The
Lost Action Phase and all its ill consequences has rankled many a player. Brought about by
Wicked Failures,
Near Death Experiences and a well-timed
Clash of Sphericals, it knocks players out of the game action in a jiff. The darn thing is unforgiving as you need to roll tens under sixes to escape its grasp.
During the early days of
WEGS, it was a straight up roll, no bonuses...

Then at one
Ubercon, a player who was stuck in the
LAP for about 4 innings commented that it needed some fixing to get players back in the game action quicker... This led me to add the +10% consecutive fail bonus. After the first failed roll, each future failure gets you +10% cumulative bonus on your sixes. This worked fine. It's not a huge bonus, but it guarantees that you will escape the
LAP in the nearer future.
The dice still drove the escape plan.

Since introducing the bonus rule, I've been annoyed that you have to remember exactly how many innings you've consecutively failed. This isn't a hard thing to do if you use
Orbital Rotation (moving a pawn around the mini for each test or inning). Orbital Rotation is done for
Sense Magic/Mystic and
Sure Shot. Every battlemat square that the pawn moves indicates one inning/attack. If the pawn is 3 squares from home base, then 3 innings have transpired. The annoying part is that you have to remember to subtract one inning for the
LAP bonus:
3 innings is actually 2 innings and yields a +20% bonus.
Not the end of the world, but, after some thought, totally unnecessary.
Why not just have the +10% bonus for the first roll and be done with it?
So, without further adieu, the kinder, gentler
LAP...
(INSERT DRUMROLL)
+10% Cumulative Bonus on the LAP.And there was much rejoicing...
L. Willy Wick
www.GameWick.comMaker of
WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!
"Stick THAT in your bag of holding!"