#LincolnGreen is largely a product of me hacking both Tunnels & Trolls and Sanguine's Usagi Yojimbo game.
But also partly because of the very design of T&T invites you to hack it.
There's no hard and fast rule? Then we need to make one up that handles this specific situation.
& you don't need to hold onto them.
"The room is on fire! Lose 1d6 Strength as the heat & smoke saps your might!"
"The room is on fire! Make a Luck saving roll to see if you're near the door!"
Player: "My barbarian steels her thews & braces her shoulders against a cross beam to keep the room from collapsing!"
GM: "So brave! Lose 1d6 Strength as the heat & smoke saps your might!"
GM: "So brave! Make a Luck saving roll to see if you're near the door!"
I'm fundamentally unable to resist taking it further.
Here's my current idea, which relies a bit another brilliant bit of T&T, the attribute Luck.
I'm seeing it going down a bit like this…
GM: "Give me a level 3 Luck saving roll, it's a bit backwater here."
Player, rolling a 5, which isn't enough: "Doesn't look good, but these 15 AP are delicious."
Player: "Not Glorbian again. Can I talk the pub owner into some arrangement?"
And we're off!
And that's fine.
I enjoy rolling to smell the flowers from time to time. (See also Wolfspell & Swords Without Master)
To get AP from a saving roll, it should probably be a learning experience. So if you need to move things along, turn the saving roll into a teachable moment.