Difference between revisions of "BDH: Game Mods"

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'''Big Damned Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Big Damned Hero Die equal to the highest die type in the GM's pool or a [[file:d8a.png|24px|d8]] vs a static difficulty.
 
'''Big Damned Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Big Damned Hero Die equal to the highest die type in the GM's pool or a [[file:d8a.png|24px|d8]] vs a static difficulty.
  
'''Complications:''' This game uses complications to track character and environmental setbacks.
+
'''Complications:''' This game uses complications to track character and environmental setbacks. Complications stepped up to [[file:d12a.png|24px|d12]]'''+''' provide additional narrative leverage for the GM to use in the story (environmental complications) or take out the character in question (character complications). Players can keep their character from being taken out by spending a pp and taking an appropriate complication ranked at the highest die type from the pool that would have taken them out.
  
 
'''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..
 
'''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..

Revision as of 16:58, 13 December 2023

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 player's roll if they are initiating the action. If I am initiating the action, I will roll before the player or assign a static difficulty. Ties go to the Player.

Asset Generation: Players can generate scene assets via pp spend or by using an action to roll for them. Purchased assets are d6 assets unless an SFX converts them to d8 Rolled assets are always d8 assets.

Note: Any scene asset can be converted to an episode asset if the player spends a pp to do so before the end of the scene.

Big Damned Hero Dice: If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Big Damned Hero Die equal to the highest die type in the GM's pool or a d8 vs a static difficulty.

Complications: This game uses complications to track character and environmental setbacks. Complications stepped up to d12+ provide additional narrative leverage for the GM to use in the story (environmental complications) or take out the character in question (character complications). Players can keep their character from being taken out by spending a pp and taking an appropriate complication ranked at the highest die type from the pool that would have taken them out.

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.

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