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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8139571" data-attributes="member: 6785785"><p>How about spending a Bennie to turn a lethal attack that would kill a PC into just a hit that knocks them out? Some games have elements like that. I'm not really familiar with Savage Worlds, and I know it may vary from version to version, but what about that?</p><p></p><p>Blades in the Dark has the resistance mechanic. This is where the player can spend some Stress (a limited resource that once is used up takes them out of the action, and thereafter imposes a permanent Trauma on the character) to deny a Consequence from a Failed or Success with Complication result to an action roll. The PC tries to jump from one building to another, and Succeeds with Complication. The GM says "You don't clear the opposite ledge, but you catch it and scramble up. Unfortunately, the guards below notice you." The player can say "Oh no, I can't have them notice us yet....that's no good. i want to resist that." How much stress he must spend to do so is determined by the result of a roll. </p><p></p><p>The Player can block the consequence determined by the GM. They have limited means to do so, and the resource they use is also used for other things, so this may be a major decision on their part. </p><p></p><p>How would you view that?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8139571, member: 6785785"] How about spending a Bennie to turn a lethal attack that would kill a PC into just a hit that knocks them out? Some games have elements like that. I'm not really familiar with Savage Worlds, and I know it may vary from version to version, but what about that? Blades in the Dark has the resistance mechanic. This is where the player can spend some Stress (a limited resource that once is used up takes them out of the action, and thereafter imposes a permanent Trauma on the character) to deny a Consequence from a Failed or Success with Complication result to an action roll. The PC tries to jump from one building to another, and Succeeds with Complication. The GM says "You don't clear the opposite ledge, but you catch it and scramble up. Unfortunately, the guards below notice you." The player can say "Oh no, I can't have them notice us yet....that's no good. i want to resist that." How much stress he must spend to do so is determined by the result of a roll. The Player can block the consequence determined by the GM. They have limited means to do so, and the resource they use is also used for other things, so this may be a major decision on their part. How would you view that? [/QUOTE]
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