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chronica_mutanis_mundi:contests [2014/04/08 19:51]
Mike Holmes [Spending Success and Concession Dice]
chronica_mutanis_mundi:contests [2020/06/29 20:43] (current)
mike_holmes [Ties]
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  One temporary asset (not from an opponent)  One temporary asset (not from an opponent)
  As many aspects are being touched on by the conflict  As many aspects are being touched on by the conflict
 +<del>
 === Aspect Bonus Dice === === Aspect Bonus Dice ===
  
-For each aspect involved in the contest, the player may add one additional die for an asset that they select, subject to approval by the GM. This makes aspects very powerful as not only do they add their own die, but they allow a player to add yet another additional die. +For each aspect involved in the contest, the player may add one additional die for an asset that they select, subject to approval by the GM. This makes aspects very powerful as not only do they add their own die, but they allow a player to add yet another additional die.</​del> ​
  
 ==== Selecting Assets ==== ==== Selecting Assets ====
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 == Random Tech == == Random Tech ==
  
-When faced with a contest where the character has no gear die, and if it the GM agrees that it is reasonable to do so (they haven’t been strip searched or something), the player may invent gear that pertains to the contest. These should be described as being of limited usefulness, or of unfamiliar use. The player gets a d3 for the contest to represent this gear. +When faced with a contest where the character has no gear die, and if it the GM agrees that it is reasonable to do so (they haven’t been strip searched or something), the player may invent gear that pertains to the contest. These should be described as being of limited usefulness, or of unfamiliar use. The player gets a 1d for the contest to represent this gear. 
  
 ==== Opposition Dice ==== ==== Opposition Dice ====
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 These dice are set aside. ​ These dice are set aside. ​
  
-==== Out of Dice ====+<del>==== Out of Dice ====
  
-If all of one side’s dice are discarded due to ties, then that side is considered to have a zero as its highest die. +If all of one side’s dice are discarded due to ties, then that side is considered to have a zero as its highest die.</​del> ​
  
 ==== Concessions ==== ==== Concessions ====
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 This is just to note the effects of multiple sides and pools. As ties are discarded often between just two pools this means that third parties can benefit from these ties, by having dice higher than theirs discarded, while they retain their highest die. This is one benefit of co-operation (tying players on the same side do not discard dice). In narration this can be described as one character distracting the opposition or otherwise engaging some part of the difficulty, while another character moving to accomplish the goal.  This is just to note the effects of multiple sides and pools. As ties are discarded often between just two pools this means that third parties can benefit from these ties, by having dice higher than theirs discarded, while they retain their highest die. This is one benefit of co-operation (tying players on the same side do not discard dice). In narration this can be described as one character distracting the opposition or otherwise engaging some part of the difficulty, while another character moving to accomplish the goal. 
  
-==== True Ties ====+==== Ties ====
  
-Rarely all sides are rolling ​the same number ​of dice, and they get the exact same numbers on the dice, which results in all dice being discarded. When this happens, the contest is a true tie. The narration should include the contest going on until all sides are exhausted, all decide to retreat, some other event occurs to interrupt the contest, or some other description that explains why neither side gets their goal. +Occasionally ​the four highest dice of each compared pool are ties. When this happens, the contest is a tie; do not continue to process the die rolls any further. The narration should include the contest going on until all sides are exhausted, all decide to retreat, some other event occurs to interrupt the contest, or some other description that explains why neither side gets their goal. 
  
-Example: a player states that his character’s goal is to wrest an ancient artifact from the grip of an enemy, and escape with it. The enemy, similarly, wants to retain the artifact and get away from his assailant. Both pools come up with 2, 4, 4, 7 as a result… a tie! The GM narrates that, as they struggle, the cave that the characters are in has a tremor that causes it to begin to collapse. Both are forced to run, with the enemy dropping the artifact to be buried in the rubble. Neither gets their goal of escaping with the item. Now the race begins to be the first to dig it out!+//Example: a player states that his character’s goal is to wrest an ancient artifact from the grip of an enemy, and escape with it. The enemy, similarly, wants to retain the artifact and get away from his assailant. Both pools come up with 2, 4, 4, 7 as a result… a tie! The GM narrates that, as they struggle, the cave that the characters are in has a tremor that causes it to begin to collapse. Both are forced to run, with the enemy dropping the artifact to be buried in the rubble. Neither gets their goal of escaping with the item. Now the race begins to be the first to dig it out!//
  
-Occasionally it is fine to allow the same contest ​to occur again, but generally forcing some sort of new action and decision-making to occur is preferable to simply re-rolling+Players may decide ​to push their luck on a tie, which escalates ​the conflict. Add 5 dice to both sides' pools and roll again. ​ 
  
 ===== Narrate Outcome ===== ===== Narrate Outcome =====
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 A reward die is simply a condition die that the GM chooses to award after a roll (players should suggest reward dice if they have good ideas for them), representing an unexpected ongoing benefit. As the player did not elect to attempt to create a condition die, the opposition gets no replacement dice, of course. ​ A reward die is simply a condition die that the GM chooses to award after a roll (players should suggest reward dice if they have good ideas for them), representing an unexpected ongoing benefit. As the player did not elect to attempt to create a condition die, the opposition gets no replacement dice, of course. ​
-The size of the die should be one that is third largest of those rolled by the opposition. For instance, if the opposition rolled d8, d6, d6, d4, then the reward die should be a d6.  ​+ 
 +The size of the die should be one that is third largest of those rolled by the opposition. For instance, if the opposition rolled d8, d6, d6, d4, then the reward die should be a d6. Greater risks bring greater rewards.  ​
  
 The nature of a reward die should be appropriate to the contest, similar to how a condition is appropriate to the contest that creates it. The player must have unspent success or concession dice for the GM to award a reward die. For each unspent die, the player gets the reward die for one roll. The GM might choose to split multiple success dice between multiple reward dice if it seems appropriate. ​ The nature of a reward die should be appropriate to the contest, similar to how a condition is appropriate to the contest that creates it. The player must have unspent success or concession dice for the GM to award a reward die. For each unspent die, the player gets the reward die for one roll. The GM might choose to split multiple success dice between multiple reward dice if it seems appropriate. ​
chronica_mutanis_mundi/contests.1397011884.txt.gz · Last modified: 2014/04/08 19:51 by Mike Holmes