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speed_dungeon [2017/05/03 20:01] – [RENOWN] Mike Holmesspeed_dungeon [2017/05/06 12:48] (current) paganini
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 |Or how to get through a dungeon in very short order.\\ \\ By Mike Holmes|{{https://s-media-cache-ak0.pinimg.com/564x/14/52/1c/14521c23c44c2c647f39e519d91965dd.jpg}}| |Or how to get through a dungeon in very short order.\\ \\ By Mike Holmes|{{https://s-media-cache-ak0.pinimg.com/564x/14/52/1c/14521c23c44c2c647f39e519d91965dd.jpg}}|
  
 +----
 ---- ----
 ===== Chargen ===== ===== Chargen =====
 +----
 ==== STATS ==== ==== STATS ====
  
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 ===== Challenges ===== ===== Challenges =====
 +----
 +When encountering a challenge as decided by the GM... a trap, a fight, a negotiation, a leap, whatever... this is termed a Challenge.
  
-When encountering a challenge as decided by the GM... a trap, a fight, a negotiation, a leap, whatever... each player creates a die pool based on the number of their dice that they feel apply, and roll them. They may opt to roll less dice than their full pool, if they feel that their character's stat only partially applies. If a participant or observer of the game wonders how a stat applies, they may ask the player, and that player may deign to explain if they wish. +==== Player Die Pools ====
  
-Even numbers are "hit" and odd numbers are "misses" (players may used dice with odd numbers of sides if they want an additional challenge, but any number of sides works)+Each player creates die pool based on the number of their dice that they feel apply, and rolls them. They may opt to roll fewer dice than their full pool, if they feel that one or more of their character's STATS only partially applies. If a participant or observer of the game wonders how a stat applies, they may ask the player, and that player may deign to explain if they wish
  
-The GM rolls a number of dice based on how hard he wants the difficulty for the task to be. For each "hit" the GM rolls, a player must bid one of their hits to cancel it, or something bad happens to the party (see Consequences below). +=== Danger === 
 + 
 +Each player involved in a challenge may describe their character going at the challenge in a particularly all-out and dangerous way. If they do so, then they get an additional die to their pool... but so does the GM for the challenge pool.  
 + 
 +==== Threat Pool ==== 
 + 
 +The GM rolls a number of dice based on how hard he wants the difficulty for the task to be. For each "hit" the GM rolls, a player must bid one of their hits to cancel it, or something bad happens to the party (see Consequences below). Place cancelled dice into a pool in the middle of the table, referred to as the Opportunity Pool.  
 + 
 +=== Opportunity Pool === 
 + 
 +Dice in the opportunity pool can be "Claimed" with a hit which garners the player a reward at the end of the Challenge (see Rewards below).  
 + 
 + 
 +==== The Results of the Roll ==== 
 + 
 +Once the die pools are set, the players and GM all roll their pools. Even numbers are a "hit" and odd numbers are "misses" (players may used dice with odd numbers of sides if they want an additional challenge, but any number of sides works). 
  
 === Re-Rolls === === Re-Rolls ===
  
-A player who does not like their rollmay spend a Re-Roll to discard their roll, and roll again. If the characters ever decide to leave the dungeon - for instance if they decide to go recover (see Recovery) - they lose all further Re-rolls for that dungeon. Re-Rolls only recover when characters decide to go to another dungeon. Players may return to a dungeon to which they've been, but if they do so, they immediately lose all Re-Rolls again+A player who does not like their roll may spend a Re-Roll to discard their roll, and roll again, after all characters have rolled (this continues until no player is able to or wishes to re-roll any further). If the characters take a recovery they lose all further Re-rolls for that dungeon (see Recovery)
  
 +==== Spending Hits ====
 + 
 +=== Initial Spend and Retreat ===
  
-==== Failure ====+Each player must immediately spend 1 hit from their pool to cancel a hit from the GM's pool (if they have one, which they usually will). Note that, unlike further cancellations, these hits cancelled in the initial spend do NOT go into the Opportunity Pool. A player making this spend may declare that their character is retreating out of harm's way for the challenge, and they will not receive any harm, but neither do they get to take turns in the spending rounds. If the character has NO hits to spend, then they cannot retreat. 
  
-If they don't have any hits left at the end of the resolution, then they have not overcome the challenge, and the GM will narrate the results of that failure. +=== Spending Rounds ===
  
 +Starting with the player that rolled the most hits, players go around the table in an order of their choosing spending hits. If two or more players both have the most hits, then they have to decide between them who should go first. If they cannot agree, they can spend hits to go first, bidding back and forth until one gives in, or they all have one hit left each, at which point the GM will determine randomly who goes first. 
  
-==== Success ====+== Cancelling Hits == 
 + 
 +Players may elect to spend their hits on cancelling out the GM's hits. They must do this, in fact, until there are opportunity dice to grab, or they have cancelled half or more of the GM's hits (including hits cancelled on the initial spend). Cancelled hits go into a pool in the center of the table called the opportunity pool.  
 + 
 +== Grabbing Opportunities == 
 + 
 +Once there are dice in the opportunity pool, players can take their turn to have their character spend a hit to take an opportunity out of the opportunity pool (in order to get Rewards, see below).  
 + 
 +== Taking Hits ==  
 + 
 +On their turn, a player may have their character take one of the GM hits, without using a die to cancel it. This die can still be cancelled on a later turn. The effect of doing this, however, is simply to ensure that the GM does not assign this hit (assuming it remains un-cancelled) to any other character when the challenge is over (see Consequences below). Hits taken do not count towards the half of the GM's hits that need to be cancelled in order for players to be eligible to spend on Success (see below). It does, however, mean that the player doesn't have to spend a hit this round, meaning they may have more to spend later. 
 + 
 +== Success ==
  
 If the players cancel half or more of the GM hits, then somebody can spend a hit to have the party succeed at the challenge. One player must, of course, choose to sacrifice one die to do so.   If the players cancel half or more of the GM hits, then somebody can spend a hit to have the party succeed at the challenge. One player must, of course, choose to sacrifice one die to do so.  
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 The party never partially succeeds... either everybody succeeds, or nobody does. If the party fails to leap a chasm, that means that perhaps some have, but others have not, and those who made the leap have leapt back to be with their companions.  The party never partially succeeds... either everybody succeeds, or nobody does. If the party fails to leap a chasm, that means that perhaps some have, but others have not, and those who made the leap have leapt back to be with their companions. 
  
 +== Ending Spending ==
  
-==== Consequences ====+Players who have no hits to spend must pass. When all players have passed, spending ends, and the GM will narrate any failure at that point (see below), and will assign consequences. 
  
-For each GM hit left uncanceled by the player, something bad happens. Often this means injury or loss of gear or the like such that their dice total is temporarily reduced by one per consequence. GM decides the nature of the loss, and should base the die lost on what they feel the results of the challenge would bring as consequences. Players should mark a -1 or more next to their stat to indicate the current condition of the stat. +=== Failure ===  
 + 
 +If nobody ever spends a dice on success, then the party fails at this challenge, and the GM will narrate a considerable setback.  
 + 
 + 
 +=== Consequences === 
 + 
 +For each GM hit left uncanceled at the end of the conflict, something bad happens. Often this means injury or loss of gear or the like such that their dice total is temporarily reduced by one per consequence. GM decides the nature of the loss, and should base the die lost on what they feel the results of the challenge would bring as consequences. Players should mark a -1 or more next to their stat to indicate the current condition of the stat. 
  
 STATS cannot be brought to below zero this way. If gear is brought to zero, the character suffers no additional effects, though the GM may find ways to create challenges in terms of environment or starvation due to this condition. If one of the other three STATS is brought to zero, the character is incapacitated. If a character has two STATS other than gear brought to zero, they are dying, and will likely die if they are not evacuated to recovery immediately (the GM may make challenges to see if they survive). A character brought to zero in all three STATS other than gear is dead.  STATS cannot be brought to below zero this way. If gear is brought to zero, the character suffers no additional effects, though the GM may find ways to create challenges in terms of environment or starvation due to this condition. If one of the other three STATS is brought to zero, the character is incapacitated. If a character has two STATS other than gear brought to zero, they are dying, and will likely die if they are not evacuated to recovery immediately (the GM may make challenges to see if they survive). A character brought to zero in all three STATS other than gear is dead. 
 +
 +== Scars ==
 +
 +If the GM assigns a consequence to a STAT that has already suffered a loss, instead of taking another -1, the player may decide to erase the -1 and lower their STAT by 1 permanently. 
 +
  
 ==== Rewards ==== ==== Rewards ====
  
-For each additional hit left over after the challengethe players holding them get rewards, as assigned by the GM. These can be anything, but here are typical examples:+For each opportunity die acquired, after the challenge the players holding them get rewards, as assigned by the GM. These can be anything, but here are typical examples:
  
-  * one EXP per hit (see Leveling below) +  * one EXP per die (see Leveling below) 
-  * one treasure per 3 hits (see Treasure below) +  * one treasure per 3 dice (see Treasure below) 
-  * one LOOT point per hit (see Treasure below) +  * one LOOT point per die (see Treasure below) 
-  * one STORY per hit (see RENOWN below)+  * one STORY per die (see RENOWN below)
  
-=== Treasure ===+Players may suggest rewards that they think are fitting for various successes, but in the end it's the GM's decision who gets what.  
 + 
 +=== Treasure/LOOT ===
  
 A treasure is basically an additional gear die for the rest of the dungeon (even after recovery). If a player wants to keep a treasure between dungeons, they must spend 3 LOOT points to make it permanent (otherwise it runs out of charges, rusts, is stolen by thieves, or sold to cover random expenses, etc). Do not add treasure gear dice to the gear pool... mark them separately, as these are only invokable in the right situations (typically more narrow cases than general gear).  A treasure is basically an additional gear die for the rest of the dungeon (even after recovery). If a player wants to keep a treasure between dungeons, they must spend 3 LOOT points to make it permanent (otherwise it runs out of charges, rusts, is stolen by thieves, or sold to cover random expenses, etc). Do not add treasure gear dice to the gear pool... mark them separately, as these are only invokable in the right situations (typically more narrow cases than general gear). 
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 LOOT and Treasures may be exchanged between the characters of willing players as they see fit.  LOOT and Treasures may be exchanged between the characters of willing players as they see fit. 
  
-  
-===== Recovery ===== 
  
 +===== Recovery =====
 +----
 Players may decide to exit the dungeon, and if they do so, they may also elect to recover. When recovering they can take back as many dice as they like spending 1 LOOT on expenses for each die. Players may have their character pay for themselves, or another charitable player may pay for another players' character's recovery.  Players may decide to exit the dungeon, and if they do so, they may also elect to recover. When recovering they can take back as many dice as they like spending 1 LOOT on expenses for each die. Players may have their character pay for themselves, or another charitable player may pay for another players' character's recovery. 
  
-Characters may also level when recovering (see Leveling below). +Characters may also level when recovering (see Leveling below), gain RENOWN, buy Treasures, and Cache LOOT
  
 +==== Re-Rolls ====
 +
 +When players elect to take a recovery they lose all further Re-rolls for that dungeon. Re-Rolls only recover when characters decide to go to another dungeon. Players may return to a dungeon to which they've been, but if they do so, they immediately lose all Re-Rolls again. 
  
 ==== Leveling ==== ==== Leveling ====
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 ===== Heretical PVP Optional Rules ===== ===== Heretical PVP Optional Rules =====
 +----
 Draw up sides, roll dice (probably all of them). The side with the most hits starts, and play goes around the table clockwise. The side whose turn it is points one of their hits at somebody on another side. If the hit is not cancelled, it causes a consequence. If half or more than a side's hits have been cancelled, a player may decide to spend a hit on a success instead of trying to cancel a consequence (taking the consequence, of course, by doing so). A side taking a hit must lose a die, but may decide what die to lose.  Draw up sides, roll dice (probably all of them). The side with the most hits starts, and play goes around the table clockwise. The side whose turn it is points one of their hits at somebody on another side. If the hit is not cancelled, it causes a consequence. If half or more than a side's hits have been cancelled, a player may decide to spend a hit on a success instead of trying to cancel a consequence (taking the consequence, of course, by doing so). A side taking a hit must lose a die, but may decide what die to lose. 
  
speed_dungeon.1493866875.txt.gz · Last modified: 2017/05/03 20:01 by Mike Holmes