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dice_and_more_dice [2013/01/27 08:46] – [Effects of Hits and Dangers] Mike Holmes | dice_and_more_dice [2017/05/06 08:47] (current) – [Effects of Hits and Dangers] Mike Holmes | ||
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* **Obstacle**: | * **Obstacle**: | ||
+ | * **Obstacle Rating** (OR): a rating that indicates how difficult it is to overcome an obstacle. | ||
* **Threat** (D4): a die representing the current situation as actively threatening imminent harm to a character. | * **Threat** (D4): a die representing the current situation as actively threatening imminent harm to a character. | ||
* **Danger** (D6): a die representing action that is potentially dangerous, but also potentially beneficial. | * **Danger** (D6): a die representing action that is potentially dangerous, but also potentially beneficial. | ||
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* **Bonus Dice** (D8): dice obtained from having a situational advantage over an opponent. | * **Bonus Dice** (D8): dice obtained from having a situational advantage over an opponent. | ||
* **Assets**: everything that gives dice other than threats and dangers. | * **Assets**: everything that gives dice other than threats and dangers. | ||
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* Shift and Address Obstacle | * Shift and Address Obstacle | ||
- | If a character does one of the normal actions while engaged with an obstacle, they take an automatic full hit. | + | If a character does one of the normal actions while engaged with an obstacle |
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==== Attributes (D10) ==== | ==== Attributes (D10) ==== | ||
- | The GM selects two attributes that apply to the situation at hand. The player gets as many D10 attribute dice added to their pool as the sum of the ratings for these two attributes. If the sum is negative, then the player takes a number of D4 danger | + | The GM selects two attributes that apply to the situation at hand. The player gets as many D10 attribute dice added to their pool as the sum of the ratings for these two attributes. If the sum is negative, then the player takes a number of D4 threat |
- | For instance, if the action is fighting, and the GM declares that the attributes being used are STR and DEX, and the character has a sum of -2, then they take two d4 danger | + | For instance, if the action is fighting, and the GM declares that the attributes being used are STR and DEX, and the character has a sum of -2, then they take two d4 threat |
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==== Danger Dice (d6) ==== | ==== Danger Dice (d6) ==== | ||
- | A player may elect to roll up to three threat | + | A player may elect to roll up to three danger |
- | === Charity Die === | + | === Reckless Acts === |
- | If the player has nothing but threat dice in their pool, or no dice at all, they get one D6 threat | + | If the player has nothing but threat dice in their pool, or no dice at all, this is considered automatically dangerous, and they get one D6 danger |
==== Threat Dice (D4) ==== | ==== Threat Dice (D4) ==== | ||
- | Any danger dice still active | + | Any threats that pose an active |
- | ===== Hazards ===== | ||
- | Creatures and situations often present various hazards to success. A troll might be " | ||
- | For each un-adressed hazard that might hamper the character, replace one of the player' | + | ===== Obstacle Ratings |
- | ==== Avoiding Hazards ==== | + | Each obstacle is rated by the GM from 1 for a very minor obstacle, or a binary sort of contest |
- | + | ||
- | A player may instead elect to avoid a hazard | + | |
- | + | ||
- | A player may opt to attempt to have their character attempt an action, which if successful, will create | + | |
- | + | ||
- | + | ||
- | ==== Canceling Hazards ==== | + | |
- | + | ||
- | A player may instead opt to try to change the situation such that the hazard in question no longer exists. The GM will rate the hazard in terms of hits that it will take to eliminate it. A player must roll that many successes against | + | |
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Read each die and determine how many successes and dangers result. | Read each die and determine how many successes and dangers result. | ||
- | * 1 = Danger | + | * 1 = Trouble |
- | * 2 = Danger | + | * 2 = Trouble |
* 3-4 = Neutral | * 3-4 = Neutral | ||
* 5-7 = Hit | * 5-7 = Hit | ||
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If the opposition has some sort of strength that works well against the character' | If the opposition has some sort of strength that works well against the character' | ||
- | ==== Effects of Hits and Dangers | + | ===== Threats ===== |
- | === Hits === | + | Creatures and situations present various threats along the road to success. These are not obstacles themselves that have to be overcome (although they can be, see below), but instead they are qualities of the situation that add to the risks involved in dealing with an extant obstacle. For instance, a troll might be " |
- | Check the number of hits done to see if it meets the obstacle rating of the obstacle. If so, the obstacle has been eliminated. Otherwise the player can convert the successes into bonus dice that they can use against the obstacle. | + | Each Threat has a rating assigned |
+ | For each un-addressed threat that might hamper the character, add a number of D4 threat dice to the pool equal to it's rating. | ||
- | === Dangers === | ||
- | The GM spends dangers generated as any combination of the following: | + | ==== Dealing With Threats ==== |
- | * **DANGER 1: Escalate the threat from the obstacle.** Have the obstacle take some action | + | A player may instead elect to avoid a threat |
- | * **DANGER 2: Do a reduced hit to the character.** This can be from an attack the threat | + | |
- | * **DANGER 3: Introduce a new obstacle | + | |
- | * **DANGER 4: Do a full hit to the character.** This can be from an attack | + | |
- | * **DANGER 6: Total disaster!** The threat does the worst possible thing. Be ruthless and destructive in your descriptions. NPCs die. Halls collapse. A hero can mitigate a disaster by taking a full hit, then getting locked in battle with a new, major threat. | + | |
- | * **DANGER 8: Character defeated!** The character takes a full hit, and is temporarily out of the action for some reason. Other characters may attempt to defeat an obstacle to bring the character back into play. | + | |
- | ==== Obstacle Ratings ==== | + | For instance, a player might cite that his character has a Major Ability of being a giant himself, and thus use this to cancel out the Gigantic 3 threat from another giant. |
- | Each obstacle is rated by the GM from 1 for a very minor obstacle, or a binary sort of contest (often perception where you either find something or you don't find something) to 12 for something like the boss of the dungeon. | ||
- | === Bonus Dice from Situation | + | === Enabling Threat Avoidance |
- | For each two matchs spent, the player | + | A player |
- | + | Such dice disappear as soon as the situation changes in a way that renders them obsolete. For instance, if a character creates a die to represent being on a ledge to attack a giant with a sword, and thereby avoid the giant' | |
- | === Removing Danger === | ||
- | Roll vs a pool that counts | + | === Canceling Threats === |
+ | |||
+ | A player may instead opt to try to change the situation such that the threat in question no longer exists. The GM will rate the threat with an OR as usual, based on how difficult the attempted action seems. A player must overcome that OR in order to succeed in being rid of it. | ||
+ | |||
+ | For instance, in the case of our giant, | ||
+ | |||
+ | |||
+ | ==== Effects of Hits and Dangers ==== | ||
+ | |||
+ | === Hits === | ||
+ | |||
+ | Check the number of hits done to see if it meets the obstacle rating of the obstacle. If so, the obstacle has been eliminated. Otherwise the player can convert the successes into bonus dice that they can use against the obstacle going forward. | ||
+ | |||
+ | |||
+ | === Trouble === | ||
+ | |||
+ | The GM spends trouble generated | ||
+ | |||
+ | * **Trouble 1: Escalate a threat.** Have the obstacle take some action to raise the stakes or make the situation worse in some way. The rating of one threat goes up by one. | ||
+ | * **Trouble 2: Introduce a new threat | ||
+ | * **Trouble 3: Do a reduced hit to the character.** This can be from an attack the threat makes or from the consequences | ||
+ | * **Trouble 4: Introduce a new obstacle as a consequence | ||
+ | * **Trouble 5: Do a full hit to the character.** This can be from an attack the threat makes or from the consequences of one of the dangers the players narrated before the action. | ||
+ | * **Trouble 6: Total disaster!** The threat does the worst possible thing. Be ruthless and destructive in your descriptions. NPCs die. Halls collapse. A hero can mitigate a disaster by taking a full hit, then getting locked in battle with a new, major threat. Spin it off from the obstacle they were facing. It might be something like “trapped in a burning room.” The player gets to say how their hero stops the disaster from coming true, and how they end up trapped by the new threat as a result. That hero can’t do anything but fight the new threat until it is defeated. | ||
+ | * **Trouble 8: Character defeated!** The character takes a full hit, and is temporarily out of the action for some reason | ||
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* Have the escalation of tension from Danger Patrol. No death spirals, instead increasing tension until resolution. | * Have the escalation of tension from Danger Patrol. No death spirals, instead increasing tension until resolution. | ||
* Encourage creative solutions by having dangers enumerated that can be avoided or circumvented. | * Encourage creative solutions by having dangers enumerated that can be avoided or circumvented. | ||
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