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overheard_at_the_tavern [2012/04/07 09:29] – [Stakes] Mike Holmes | overheard_at_the_tavern [2012/04/07 10:19] (current) – [Notes] Mike Holmes | ||
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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). | 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). | ||
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===== 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 |
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+ | ===== Resting ===== | ||
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+ | 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 ===== | ||
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How to give setting details impact? | How to give setting details impact? | ||
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+ | Add rules for helping (and general resolution). |