BDH: Game Mods: Difference between revisions
No edit summary |
|||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
We will be using the following Mods in this game. | We will be using the following Mods in this game. | ||
Line 16: | Line 15: | ||
'''Complications:''' This game uses complications to track character and environmental setbacks. | '''Complications:''' This game uses complications to track character and environmental setbacks. | ||
[[Firefly:_Big_Damned_Heroes|< < < Back to Main Page]] | [[Firefly:_Big_Damned_Heroes|< < < Back to Main Page]] |
Revision as of 23:25, 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 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.