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Blades in the Dark (& hacks) - Replacing Effect Dice
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<blockquote data-quote="Starfox" data-source="post: 9379647" data-attributes="member: 2303"><p>Thanks for the reply. Yes to all your questions/assumptions. I've been playing BitD and Princess World - Frontier Kingdoms to the point where I think I grok the mechanics and are considering hacking them. I do understand how demanding a certain effect for a desired result during the negotiations phase of a roll does make the situation more volatile - players almost always begin this by trading position for effect. </p><p></p><p>My idea here is to keep position as it is, including the ability to trade position for effect. I'd change effect to instead add/subtract dice. Every roll would then have standard effect, but a variable number of dice to achieve that effect with. Pushing, assisting, setting up, situation modifiers, tier, all of these would change the number of dice you roll. </p><p></p><p>Aside from the question if this is a good idea at all, the greatest mechanical issue I see is from Princess World. In that game, you can "escalate", which adds effect at the cost of increasing the size of the dice. For +1 effect you roll d8s, for +2 effect you roll d10s, and so on up to d20. This represents the super-dramatic beyond what you can normally do effects of anime, but would not work in my proposed system as trading an additional die for changing all your dice to d8s would not really be a good idea, it would be a statistical/mathematical operation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Another problem which is not strictly mechanical is when the negotiation phase is short and incomplete, which often happens when players are eager. Normally a player can roll and then negotiate after the roll. Not ideal, but it works. This would not work with a die pool that changes, you MUST have the negotiation before rolling - which is actually quite a disadvantage in my mind.</p><p></p><p>What this thread is about is basically "holding up a finger to gauge the wind" to see what problems I should anticipate before even testing this.</p></blockquote><p></p>
[QUOTE="Starfox, post: 9379647, member: 2303"] Thanks for the reply. Yes to all your questions/assumptions. I've been playing BitD and Princess World - Frontier Kingdoms to the point where I think I grok the mechanics and are considering hacking them. I do understand how demanding a certain effect for a desired result during the negotiations phase of a roll does make the situation more volatile - players almost always begin this by trading position for effect. My idea here is to keep position as it is, including the ability to trade position for effect. I'd change effect to instead add/subtract dice. Every roll would then have standard effect, but a variable number of dice to achieve that effect with. Pushing, assisting, setting up, situation modifiers, tier, all of these would change the number of dice you roll. Aside from the question if this is a good idea at all, the greatest mechanical issue I see is from Princess World. In that game, you can "escalate", which adds effect at the cost of increasing the size of the dice. For +1 effect you roll d8s, for +2 effect you roll d10s, and so on up to d20. This represents the super-dramatic beyond what you can normally do effects of anime, but would not work in my proposed system as trading an additional die for changing all your dice to d8s would not really be a good idea, it would be a statistical/mathematical operation. :D Another problem which is not strictly mechanical is when the negotiation phase is short and incomplete, which often happens when players are eager. Normally a player can roll and then negotiate after the roll. Not ideal, but it works. This would not work with a die pool that changes, you MUST have the negotiation before rolling - which is actually quite a disadvantage in my mind. What this thread is about is basically "holding up a finger to gauge the wind" to see what problems I should anticipate before even testing this. [/QUOTE]
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