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overheard_at_the_tavern [2012/04/07 09:14] – [Fatiguing Dice] Mike Holmes | overheard_at_the_tavern [2012/04/07 09:45] – Mike Holmes | ||
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- | ====== Set Up ====== | + | ====== Set Up (AKA the Tavern Phase) |
===== Reward Pool ===== | ===== Reward Pool ===== | ||
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Generally works like my other Chronica hacks, including concessions. The player only gets their most pertinent ability die for free in a contest. They also get any momentum dice free, if they' | Generally works like my other Chronica hacks, including concessions. The player only gets their most pertinent ability die for free in a contest. They also get any momentum dice free, if they' | ||
+ | |||
+ | ===== Stakes ===== | ||
+ | |||
+ | Often there is an ability at stake, such as when somebody is trying to take an object from another character, or when trying to kill somebody. In that case, each success gained, lowers the opponent' | ||
+ | |||
+ | Each concession gained can be used to lower some other ability than the staked ability. | ||
+ | |||
+ | Such reductions are termed injuries, from which it takes some work to recover. | ||
+ | |||
+ | ==== Health ==== | ||
+ | |||
+ | Each character has a generic health ability rated at d4 unless they' | ||
===== Fatiguing Dice ====== | ===== Fatiguing Dice ====== | ||
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==== Extra Effort ==== | ==== Extra Effort ==== | ||
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Further, if a player does not like the result of a die rolled, they can narrate redoubling their efforts in that area, to get a re-roll of a die. This fatigues the die as above, and may be done repeatedly. However, the lowering of the die takes place immediately after using it, so this results in diminishing returns. | Further, if a player does not like the result of a die rolled, they can narrate redoubling their efforts in that area, to get a re-roll of a die. This fatigues the die as above, and may be done repeatedly. However, the lowering of the die takes place immediately after using it, so this results in diminishing returns. | ||
+ | |||
+ | ==== Reserves ==== | ||
+ | |||
+ | If the narration makes sense, a player may fatigue a different ability than the one used. They can always fatigue the health die, if they prefer (though see the effect of this under Health). | ||
===== Risking Dice ===== | ===== Risking Dice ===== | ||
- | A player may burn a die at any time to win a contest. The player has to narrate very desperate action, and rolls the die. If the result would have been a failure, the results of the action are narrated in a way that describes how the ability is permanently lost. | + | A player may burn a die at any time to automatically have it considered to be it's maximum roll (a d12 is considered to have rolled a 12 for purposes of determining successes). The player has to narrate very desperate action, and does roll the die. If the result would have been a failure |
+ | |||
+ | ===== Resting ===== | ||
+ | |||
+ | Players may narrate their characters taking a break from the action to rest and recuperate. This has several mechanical results. First, each fatigued die goes up by one die type back towards it's normal value. Further, each player can do one resolution towards trying to heal or fix injuries, or toward finding somebody to heal or fix injuries. On a successful resolution roll to deal with an injury, the injury is repaired by one die type. | ||
+ | Resting has a cost with respect to Opposition dice and Momentum dice. | ||
===== Opposition ===== | ===== Opposition ===== |