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Adapting BitD Flashbacks to D&D5E
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<blockquote data-quote="overgeeked" data-source="post: 8311281" data-attributes="member: 86653"><p>How I'm thinking of it is like this. The players form a multi-step plan to accomplish their goal. We're typically talking about a heist or other complicated thing, but I'll just keep using heist. The players make a plan that has 8 steps, for example. Most of those steps will require some kind of roll. The dice will break in favor of the PCs some time and break against the PCs some time. When the dice break against the PCs, that's when the DM introduces complications. But, no one wants to properly derail the plan, DM or players. So, flashbacks are there for the PCs to use to overcome those complications in fun and interesting ways...without every complication devolving to combat or derailing the plan entirely and thus wasting everyone's time. But, flashbacks should be limited and not a universal "I win" button. Some things you couldn't have planned for and you only have so much time to plan, thus a limited resource.</p><p></p><p>To me that works the opposite of how I'd want it to. That would encourage the players to simply not use it in the first place so I wouldn't get the resource to use later. That doesn't work for me.</p><p></p><p>Did you expand on how many instances of Inspiration they could have at any one time? Only having one at a time seems limiting. They'd have to RP their butts off to generate more during a heist. </p><p></p><p>Fiasco and Leverage might have a similar mechanic. I honestly don't remember.</p><p></p><p>I'm not sure I'm reading this right. It seems like you'd have 100% chance for one flashback per heist (starting freebie), then a 50% chance of getting a second (recharge on a 4-6), then a 25% chance of getting a third (recharge on a 4-6...after recharging on a 4-6)...on down. I want it to be limited, but rolling for a recharge doesn't seem like a good idea, to me at least.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8311281, member: 86653"] How I'm thinking of it is like this. The players form a multi-step plan to accomplish their goal. We're typically talking about a heist or other complicated thing, but I'll just keep using heist. The players make a plan that has 8 steps, for example. Most of those steps will require some kind of roll. The dice will break in favor of the PCs some time and break against the PCs some time. When the dice break against the PCs, that's when the DM introduces complications. But, no one wants to properly derail the plan, DM or players. So, flashbacks are there for the PCs to use to overcome those complications in fun and interesting ways...without every complication devolving to combat or derailing the plan entirely and thus wasting everyone's time. But, flashbacks should be limited and not a universal "I win" button. Some things you couldn't have planned for and you only have so much time to plan, thus a limited resource. To me that works the opposite of how I'd want it to. That would encourage the players to simply not use it in the first place so I wouldn't get the resource to use later. That doesn't work for me. Did you expand on how many instances of Inspiration they could have at any one time? Only having one at a time seems limiting. They'd have to RP their butts off to generate more during a heist. Fiasco and Leverage might have a similar mechanic. I honestly don't remember. I'm not sure I'm reading this right. It seems like you'd have 100% chance for one flashback per heist (starting freebie), then a 50% chance of getting a second (recharge on a 4-6), then a 25% chance of getting a third (recharge on a 4-6...after recharging on a 4-6)...on down. I want it to be limited, but rolling for a recharge doesn't seem like a good idea, to me at least. [/QUOTE]
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