SOTDL: Mods

From RPGnet
Jump to: navigation, search

< < < Back to Main Page

WOTWS0002.png


We will be using the following Mods in this game.

Action Resolution (ish): We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. Ties go to the Defender.
Hero Dice: If a player beats the GM's roll or static difficulty by five (5) or more, the Character earns a Hero Die equal their Effect die with a minimum award of d6
If rolling versus a static difficulty, the Hero Die defaults to d8
Effect Die: Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to determining value for asset creation, complications, and hero dice. d4 effect still results in a value of d6 (The pace of PBP games would just make failure by effect die on a successful roll unnecessarily dispiriting, so we won't do that).
Plot Points: Players start each arc with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from p28-29 apply except Join a Contest since we are not using contests.
GM Plot Points: GM starts each arc with 1 pp per player and may earn subsequent pp with SFX.
Opportunities: Players may purchase GM rolled opportunities to step back complications or to step up any asset for the scene. No asset may be stepped up above d12
Note: Any player may purchase a GM opportunity regardless which character it was rolled against. Like hitches, opportunities must be bought the turn they are rolled, so whoever calls it, gets it.
Complications: This game uses complications exclusively to track injuries and obstacles that carry mechanical weight. If a complication gets pushed up above d12 the character in question is taken out (if the GM deems that to be an appropriate consequence). The player in question may spend a PP to take a complication equal to the effect die of the roll that took him out and avoid being taken out.
Note: Unless the player wishes it, getting taken out is never a permanent state, and in PBP games I try to honestly continue to include the character even if in a diminished state.


< < < Back to Main Page