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dungeons_of_dangers [2013/04/14 10:54] – [Effects of Successes and Dangers] Mike Holmesdungeons_of_dangers [2017/05/06 11:15] (current) – [Danger] Mike Holmes
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 ==== Danger ==== ==== Danger ====
  
-A player may elect to give the GM to three threat dice. The player must narrate what extra risks their character is taking in order to push their chances of winning, and attempt to narrate proportionally to the number of dice. More dice meaning more threats. Such daring also gives one asset die, and adds one to the character's danger meter. +A player may elect to give the GM up to three threat dice. The player must narrate what extra risks their character is taking in order to push their chances of winning, and attempt to narrate proportionally to the number of dice. More dice meaning more threats. Such daring also gives one asset die per threat die given, and adds one to the character's danger meter. 
  
 === Reckless Acts === === Reckless Acts ===
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 A player may also choose to try to overcome an obstacle that they work out with the GM in order to create a temporary asset that can be used to nullify the threat. Often this is easier than completely eliminating the threat.  A player may also choose to try to overcome an obstacle that they work out with the GM in order to create a temporary asset that can be used to nullify the threat. Often this is easier than completely eliminating the threat. 
 +
 +Nullified threats become active again as soon as the situation changes in a way so as to make it so that the asset being used to Nullify the threat would no longer apply. 
  
 === Group Obstacles === === Group Obstacles ===
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   * **DANGER 4: Introduce a new threat as a consequence of the action.** This move is good for things like enemies gaining high ground, or in better position, or creating ongoing problems like the effects of magic spells. Fallout from the action at hand. The new threat can be rated up to level 3 (this is less threat than adding 4 threat to current threats, but the new threats have to be countered separately).    * **DANGER 4: Introduce a new threat as a consequence of the action.** This move is good for things like enemies gaining high ground, or in better position, or creating ongoing problems like the effects of magic spells. Fallout from the action at hand. The new threat can be rated up to level 3 (this is less threat than adding 4 threat to current threats, but the new threats have to be countered separately). 
   * **DANGER 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.   * **DANGER 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.
-  * **DANGER 6: Introduce a new obstacle as a consequence of the action.** This should usually be one or two OR lower than the obstacle the character was facing. This move is good for things like wandering monsters arriving on the scene, summoned demons, etc. Fallout from the action at hand. If there are plenty of obstacles in play already, do both a combination of lower moves instead. +  * **DANGER 6: Introduce a new obstacle as a consequence of the action.** This should usually be one or two OR lower than the obstacle the character was facing. This move is good for things like wandering monsters arriving on the scene, summoned demons, etc. Fallout from the action at hand. If there are plenty of obstacles in play already, do a combination of lower moves instead to avoid the situation too rapidly spiraling out of control
   * **DANGER 7: 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 obstacle. 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 obstacle until it is defeated.   * **DANGER 7: 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 obstacle. 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 obstacle until it is defeated.
   * **DANGER 8: Character defeated!** The character takes a full hit, and is taken out of the action for some reason that makes sense with the action. For instance if being attacked by a monster, the character may well be knocked out and laying there dying. Or for a large monster, perhaps they've been swallowed. Other characters may attempt to defeat an obstacle to bring the character back into play, but if that fails, the character is removed from play (often dead).    * **DANGER 8: Character defeated!** The character takes a full hit, and is taken out of the action for some reason that makes sense with the action. For instance if being attacked by a monster, the character may well be knocked out and laying there dying. Or for a large monster, perhaps they've been swallowed. Other characters may attempt to defeat an obstacle to bring the character back into play, but if that fails, the character is removed from play (often dead). 
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 Hits are obstacles that remain with the character until the character can recover from the hit somehow by overcoming the OR. Hits always have an associated threat. The name and thus the nature of the hit and its threat should follow from a threat that participated in creating it.  Hits are obstacles that remain with the character until the character can recover from the hit somehow by overcoming the OR. Hits always have an associated threat. The name and thus the nature of the hit and its threat should follow from a threat that participated in creating it. 
  
-Reduced hits have an OR of 3 to overcome and a threat of that comes into play in limited circumstances. They should be named for something narrow that will only affect a limited range of actions.  +Reduced hits have an OR of 3 to overcome and a threat of that comes into play in limited circumstances. They should be named for something narrow that will only affect a limited range of actions. 
- +
-Full hits have an OR of 5 to overcome and a threat of 3 that comes into play in a wide range of circumstances. They should be named for something that can be invoked very frequently.   +
  
 +Full hits have an OR of 5 to overcome and a threat of 5 that comes into play in a wide range of circumstances. They should be named for something that can be invoked very frequently. A full hit that is overcome in an attempt to remedy it will become a reduced hit. 
  
 +Often after a fight, an injury will be easily treated and turn out to be less terrible than previously thought. A lot of the debility having been due to the initial shock and pain. A player may roll CON + CON and any first aid abilities to see if they can overcome a hit's obstacle to try to reduce an injury hit. 
 ===== Danger Rating and Experience ===== ===== Danger Rating and Experience =====
 Every time a character takes on dangers, their danger rating goes up by one per danger. When completely out of danger next, the character converts this rating to experience points at a rate of one experience point per danger rating.  Every time a character takes on dangers, their danger rating goes up by one per danger. When completely out of danger next, the character converts this rating to experience points at a rate of one experience point per danger rating. 
dungeons_of_dangers.txt · Last modified: 2017/05/06 11:15 by Mike Holmes