Difference between revisions of "SOTDL: Mods"

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[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
 
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
  
==Mods==
 
 
We will be using the following Mods in this game.
 
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. <u>Ties go to the Defender</u>.
 
'''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. <u>Ties go to the Defender</u>.
  
'''Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal their Effect die if the effect die is higher than [[file:d4a.png|24px|d4]]  
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'''Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal their Effect die with a minimum award of [file:d6a.png|24px|d6]]  
  
'''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 asset creation, complications, hero dice, and stress. [[file:d4a.png|24px|d4]] effect results are always a null result to avoid the weird rules for using [[file:d4a.png|24px|d4]] as an asset, complication, stress, or hero rating, which happen to be particularly cumbersome in PBP.  
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'''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. [[file:d4a.png|24px|d4]] effect results are always a null result to avoid the weird rules for using [[file:d4a.png|24px|d4]] as an asset, complication, or hero rating, which happen to be particularly cumbersome in PBP. So a [[file:d4a.png|24px|d4]] effect die results in a [[file:d4a.png|24px|d4]] value for each of these. The pace of PBP games just makes failure by effect die on a successful roll unnecessarily dispiriting.
  
 
'''Plot Points:''' Players start each episode 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.
 
'''Plot Points:''' Players start each episode 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.
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'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
 
'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
  
'''Opportunities:''' Players may purchase GM rolled opportunities to step back complications or stress or to step up an asset for the scene.
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'''Opportunities:''' Players may purchase GM rolled opportunities to step back complications or to step up an asset for the scene. No asset may be stepped up above [[file:d12a.png|24px|d12]]
  
'''Stress and Complications:''' This game uses a single Stress Track (on the character table) to cover personal stress for individual characters, and we will be using Complications to represent external obstacles. Stress is accrued by failing a high stakes roll. Hitches will not be used to create or step up stress. Players may ''push'' stress (spend a pp to use it as an asset for one roll) but the stress is then stepped up following that action.
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'''Complications:''' This game uses complications exclusively to track injuries and obstacles that carry mechanical weight. If a complication gets pushed up above [[file:d12a.png|24px|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.
:'''GMC Stress:''' Where the characters inflict stress on Major GMCs (Minor GMCs and Extras don't get Stress) I will track their stress by name and die rating in a spoiler block at the end of each GM update where it applies.
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:'''GMC 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.
  
  
 
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
 
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]

Revision as of 18:24, 14 October 2023

WOTWS0002.png


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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 5 or more, the Character earns a Hero Die equal their Effect die with a minimum award of [file:d6a.png|24px|d6]]

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 results are always a null result to avoid the weird rules for using d4 as an asset, complication, or hero rating, which happen to be particularly cumbersome in PBP. So a d4 effect die results in a d4 value for each of these. The pace of PBP games just makes failure by effect die on a successful roll unnecessarily dispiriting.

Plot Points: Players start each episode 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 episode 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 an asset for the scene. No asset may be stepped up above d12

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.

GMC 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