Like many people, I am (laughably, pointlessly) engaged in writing my own OSR ruleset. My particular one is called Coin & Candle, and one of its defining features is the Sacrifice mechanic. It's very simple. Basically:
If you fail [a roll], you may volunteer to Sacrifice something. This lets you roll again and treat the best roll as the real one.
A Sacrifice could entail (for example): losing or damaging equipment, losing Hit Points, getting Impaired, making noise, wasting time, becoming Deprived, or anything else you think up. The important part is that the Referee considers it a meaningful cost in the circumstances.
Why do I think this is good?
1. It's simple.
If you're like me, you like the idea of resolution mechanics with more granular outcomes than a pass/fail binary. Mixed successes or critical failures can move things forward in delightfully unexpected ways. But if you're even more like me, then you've found that sometimes you really have to strain your brain to come up with complications to a player's success. It turns out that, in many cases, life really is a pass/fail binary. This increases the cognitive load for every roll and potentially slows things down.
The Sacrifice mechanic avoids this problem by, basically, making degrees of success opt-in. Rolls are simply binary unless the player declares they want to make a Sacrifice and proposes specifically what they will give up. After that, "success" becomes partial success and a "failure" turns into a critical failure, basically.
The fact the onus is solely on the player takes pressure off the referee. Of course, the referee is free to suggest what a Sacrifice could be if something occurs to them, but the fact they don't have to makes their life easier.
2. It's active.
A side-effect of Sacrifices being a player's choice is that... well, it's their choice. They are still actively engaged after the die is rolled, rather than passively receiving a narration of their fate. They're still making mechanical decisions! They have more options! It gives them agency and makes them feel more directly involved.
A side-side-effect is that this will (I hope) take some sting out of partial successes and critical failures. It's easy to feel mocked by fate when you roll a critical fail in other systems, but when it happens in Coin & Candle you know you went into it with your eyes open, and it feels less arbitrary. They have ownership over the outcome and so it doesn't feel as bad.
3. It's associated.
Sacrifices are meant to be diegetic. So if you Sacrifice to succeed at picking a lock (a "partial success", basically), that might mean you had to use a bit of force, meaning the lockpick breaks or it's obvious someone has tampered with it. What this means is that the choice faced by the player and the PC is the same. None of this "You get the chest open, but because it's a partial success a guard coincidentally enters the room!" bollocks. I just like this because it helps you get inro the head of your character a bit more.
4. It makes combat less deadly without diminishing the sense of danger (and also makes it more dynamic).
This one is more a matter of taste, but I think Sacrifices particularly shine in combat. In C&C, no one (especially a PC) has a lot of HP. On paper, it's not that improbable that you're just one-hit killed without having the chance to do anything (something true of many OSR systems). Some people love this; I know for a fact my players hate this (they made sure of that).
Say an enemy rolls really well and a PC is lined up to take 5 damage. They have 2 HP. The player can choose to, I don't know, drop their weapon in return for a reroll. They do so, and as a result only take 1 damage. The referee narrates how the PC makes a desperate dive, and the blade aimed at their heart merely gouges their arm. As a result, they lose their grip on their sword and it lands at their opponent's feet.
The ability to Sacrifice makes immediate death less likely, but the sense of danger is not decreased because:
- you were still put into a bad position;
- you saw how much damage you were about to take, and know how narrowly you avoided it; and
- when you Sacrifice, you can still potentially fail!
Two things are accomplished: the player was given an interesting choice, and the fight developed in an exciting and unforeseen way instead of simply ending. Much better than a simple hit or miss, in my opinion.
Combat Sacrifice Table (d10)
Because of how frequent combat is likely to be, I thought it would be wise to have a random table of potential combat Sacrifices. Just to ease mental load, keep things moving, and keep things unpredictable.
- Something in one of your hands is broken/dropped.
- Your pack is torn open, and the contents spill everywhere.
- You are knocked down.
- A random item in your pack/belt is damaged.
- Your ankle is sprained.
- Dead arm (one arm useless for the rest of the fight).
- Foes are enraged. They focus fire on you next round. If they were already after you, their attacks get a +1 bonus.
- Blinded until you spend an action clearing your eyes.
- Winded (you may only move or act next round).
- Stunned (you cannot do anything next round).
Perhaps if the player can't think of a suitable Sacrifice they can consent to roll on this table.