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Blades in the Dark Advice Please?
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<blockquote data-quote="Breaking Star Games" data-source="post: 9248210" data-attributes="member: 7042067"><p>Those "Push to..." can definitely be similar to Playbook Moves. Like the Superhuman feat was definitely inspired by Apocalypse World's "NOT TO BE naughty word WITH" which lets the Gunlugger fight like they are a small gang. But that is just always on when they fight. Also its less loose than the whole potency/scale which is made to be more of a judgement call in BitD where Apocalypse World has specific rules for increasing your damage/armor.</p><p></p><p>An example of a Playbook Move where there is a roll is Apocalypse World Burned Over has:</p><p></p><p>Eye on the door: Name your escape route and roll+Cool. On a 10+, sweet, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.</p><p></p><p>Sure anybody can do some kind of roll to escape (when it makes sense fictionally), but you have a stronger, more reliable and more controlled way to do so where other PCs don't know what kind of costs might happen if they Act Under Fire to run away. Often a 7-9 (which is a 4,5 in BitD) on Act Under Fire may be in BitD terms a Weak Result so you aren't gone.</p><p></p><p>And it fits the narrative of this flighty character who is all about driving and hating attachments although like everyone, they do end up relying on them. It can make it more interesting to discover how much they are willing to risk to stay when they have an easy escape in their backpocket.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9248210, member: 7042067"] Those "Push to..." can definitely be similar to Playbook Moves. Like the Superhuman feat was definitely inspired by Apocalypse World's "NOT TO BE naughty word WITH" which lets the Gunlugger fight like they are a small gang. But that is just always on when they fight. Also its less loose than the whole potency/scale which is made to be more of a judgement call in BitD where Apocalypse World has specific rules for increasing your damage/armor. An example of a Playbook Move where there is a roll is Apocalypse World Burned Over has: Eye on the door: Name your escape route and roll+Cool. On a 10+, sweet, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out. Sure anybody can do some kind of roll to escape (when it makes sense fictionally), but you have a stronger, more reliable and more controlled way to do so where other PCs don't know what kind of costs might happen if they Act Under Fire to run away. Often a 7-9 (which is a 4,5 in BitD) on Act Under Fire may be in BitD terms a Weak Result so you aren't gone. And it fits the narrative of this flighty character who is all about driving and hating attachments although like everyone, they do end up relying on them. It can make it more interesting to discover how much they are willing to risk to stay when they have an easy escape in their backpocket. [/QUOTE]
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