Editing Mass: the Effecting/The Way The Galaxy Works

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If a character's dice pool would be reduced down to 0 or less by modifiers, they roll a chance die as normal. However, in Mass: The Effecting, rolling a 1 on this die does not result in a dramatic failure; it simply results in a normal failure.
 
If a character's dice pool would be reduced down to 0 or less by modifiers, they roll a chance die as normal. However, in Mass: The Effecting, rolling a 1 on this die does not result in a dramatic failure; it simply results in a normal failure.
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''Why these changes?'' The core nWoD system punish unskilled attempts and already small dice pools excessively with the untrained and dramatic failure rules, and put undue emphasis on possessing the first dot in a skill (for mental skills, that one dot signifies a 4-dice swing in pool size). These changes give Mass: The Effecting characters more all-round competence, and encourage characters to attempt actions even if only with a low margin of success.
 
''Why these changes?'' The core nWoD system punish unskilled attempts and already small dice pools excessively with the untrained and dramatic failure rules, and put undue emphasis on possessing the first dot in a skill (for mental skills, that one dot signifies a 4-dice swing in pool size). These changes give Mass: The Effecting characters more all-round competence, and encourage characters to attempt actions even if only with a low margin of success.
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If a player character rolls 0 successes on a dice roll, they ''may choose'' to have the outcome be a dramatic failure.  Doing so results in a dramatic failure occurring, as per the usual nWoD rules, and the character immediately recovers 1 point of Willpower.  A player may only volunteer for a dramatic failure in this way once per story, and only at the group's discretion; a given dice roll may have no viable dramatic failure outcomes, and thus be inappropriate for this rule.
 
If a player character rolls 0 successes on a dice roll, they ''may choose'' to have the outcome be a dramatic failure.  Doing so results in a dramatic failure occurring, as per the usual nWoD rules, and the character immediately recovers 1 point of Willpower.  A player may only volunteer for a dramatic failure in this way once per story, and only at the group's discretion; a given dice roll may have no viable dramatic failure outcomes, and thus be inappropriate for this rule.
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''Why these changes?''  The existing nWoD dramatic failure rules do not, in fact, occur at dramatic moments; instead, they only happen under circumstances of near-certain failure anyway.  This change offers players a way to get their characters embroiled in more trouble for a small reward.  A GM may wish to offer 1 experience point rather than Willpower, depending on the type of experience distribution that occurs in their game.
 
''Why these changes?''  The existing nWoD dramatic failure rules do not, in fact, occur at dramatic moments; instead, they only happen under circumstances of near-certain failure anyway.  This change offers players a way to get their characters embroiled in more trouble for a small reward.  A GM may wish to offer 1 experience point rather than Willpower, depending on the type of experience distribution that occurs in their game.
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Shields that are given by a suit of armour or personal field generator automatically renew after combat. Shield levels given by a biotic power only renew if the biotic uses the relevant power again.
 
Shields that are given by a suit of armour or personal field generator automatically renew after combat. Shield levels given by a biotic power only renew if the biotic uses the relevant power again.
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''Why these changes?'' The alterations to how weapon damage works resolves the problem in the core nWoD system of heavier or harder-hitting weapons being statistically more accurate. The changes to armour and the addition of rules for kinetic and biotic barriers allow us to better emulate the personal defences of the Mass Effect setting, which are certainly needed given the greater punch weapons carry with these amended rules.
 
''Why these changes?'' The alterations to how weapon damage works resolves the problem in the core nWoD system of heavier or harder-hitting weapons being statistically more accurate. The changes to armour and the addition of rules for kinetic and biotic barriers allow us to better emulate the personal defences of the Mass Effect setting, which are certainly needed given the greater punch weapons carry with these amended rules.

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