Difference between revisions of "BDH: Game Mods"

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(Created page with "__NOTOC__ ==Mods== 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 fa...")
 
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'''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 to the highest die type in the GM's pool
  
'''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:''' We won't be using effect dice. They're an awkward complication BP that don't add significant benefit and ''do'' add quite a bit in the way od potential disappointment and confusion..
  
 
'''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.
  
'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
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'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with GMC 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.
  
'''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 to track character and environmental setbacks.
:'''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.
 
  
  

Revision as of 16:24, 13 December 2023

Mods

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 to the highest die type in the GM's pool

Effect Die: We won't be using effect dice. They're an awkward complication BP that don't add significant benefit and do add quite a bit in the way od potential disappointment and confusion..

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 GMC SFX.

Opportunities: Players may purchase GM rolled opportunities to step back complications or to step up an asset for the scene.

Complications: This game uses complications to track character and environmental setbacks.




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