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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__NOTOC__
 
__NOTOC__
==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>.
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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 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. <u>'''Ties go to the Player'''</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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'''Asset Generation:''' Players can generate scene assets via pp spend or by using an action to roll for them. Purchased assets are [[file:d6a.png|24px|d6]] assets unless an SFX converts them to [[file:d8a.png|24px|d8]] Rolled assets are always [[file:d8a.png|24px|d8]] assets.
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:'''Note:''' Rolled assets must be justifiable in the fiction as something the character can produce through their own agency, Purchased assets just appear as something that was always there but is just now appearing 'on screen' as it were.
  
'''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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:'''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.
  
'''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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[[File:Jazz0002.png|250px|center]]
  
'''Opportunities:''' Players may purchase GM rolled opportunities to step back complications or stress 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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'''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.
:'''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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'''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.
  
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'''Effect Dice:''' We won't be using effect dice.
  
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'''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.
  
[[Firefly_Prime:_I_Aim_to_Misbehave|< < < Return to Main Page]]
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:'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with GMC SFX.
[[File:Hegemony0002.png|600px|center]]
 
  
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'''Opportunities:''' Players may purchase GM rolled opportunities to step back complications or to step up an asset for the scene.
  
 
[[Firefly:_Big_Damned_Heroes|< < < Back to Main Page]]
 
[[Firefly:_Big_Damned_Heroes|< < < Back to Main Page]]

Latest revision as of 17:37, 16 January 2024

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: Rolled assets must be justifiable in the fiction as something the character can produce through their own agency, Purchased assets just appear as something that was always there but is just now appearing 'on screen' as it were.
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.


Jazz0002.png


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 Dice: We won't be using effect dice.

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.

< < < Back to Main Page