Burnout as inspiration for cool points house rule

azmodean

First Post
Quick rundown for people who haven't played it: Burnout is a racing game, any time you do something dangerous and get away with it (driving on the wrong side of the road, driving past an opposing car, swerving around an opposing car, "rubbing", "tilgating", etc...) you get "boost". You can then use "boost" to drive faster than usual, think nitro. What effect does this have on the game? It DEMANDS that you drive like a maniac instead of rewarding carefull driving.

I was thinking a system like this would have great potential for high fantasy roleplaying. Key features:
1. You get boost points for doing dangerous things.
2. You have a relatively low maximum number of boost points compared to how fast you get them.
3. You can only spend boost points to enhance individual actions.
4. Perhaps have boost decay quickly (on the order of minutes) to keep the scope of their use within one combat.
5. This system is a major game mechanic

And explanation:
1. This is the entire point of the system, this is a system that encourages your players to go "all out" instead of playing cautiously.
2. This encourages the players to use boost as soon as they get it, if they hold back and try to hoard it, they end out missing out on boost points. Also it encourages a vicious cycle (that we want to happen) where the players that burn boost like crazy can also GET boost like crazy.
3. This keeps the players from just assigning themselves some bonuses at the beginning of combat and then playing normally for the rest of the combat. If you want to keep your bonuses, you have to keep getting boost.
4. It might be necessary to have boost decay when the players aren't in combat, also this would discourage over-planning in some situations.
5. Important to note, if this system is implimented in the way I am describing, the aquisition of boost could quickly dominate all other tactical decisions.

Dangerous things examples:
tumbling past a major enemy or a group of lesser enemies, being the first to charge a major enemy or group of enemies, attempting potentially dangerous manuvers like power lunge, disarm, or bull rush, holding back a powerful enemy during a retreat.

Boost rewards:
bonuses to rolls(duh), ignoring/reducing damage from a single attack, using an feat or special power the character does not possess, casting a spell without losing from memory/expending a spell slot.

Balancing:
There is a fine line between assinging bonuses that are too small to really influence gameplay decisions and assignng bonuses that would break the existing system. The amount of boost a character could have should scale with their level. Also there should be a wide range of actions that have different boost values and many boost rewards with different boost costs.

If this is similar to an existing published system or house rule, let me know, I'd like to look at it :)
 

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I like this mechanic - Perhaps writing a table of actions/boost points recieved would be the first step, as well as a table of boost points spent/benefit.

Maybe this ability should be called "Limit Break" or "Overdrive" or something more fantasy.
 

Perhaps these rules would be best tied into the action points from Unearthed Arcana. I think they're also available on the WotC site somewhere, but I don't have time to look right now

EDIT: Never mind, they're not on the website, except maybe in the d20 modern SRD.
Basically adds 1d6 to a roll, but Unearthed Arcana adds additional uses.
 
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This does sounds very similar to Action Points (from d20 Modern, I don't have UA but I understand they're the same). One major difference is that characters do tend to hoard Action Points for the big combat. That's OK, but I think the idea of points that only last until the end of the current encounter is cool.

When to award them is the question. Tumbling through an opponent's square is really gutsy for a 1st level character. For a 10th-level rogue, it's trivial. You would have to somehow base it on risk. I think it would just have to be a GM call, with maybe a table of suggested guidelines.
 

They are like action/drama points, but the short duration would be a major, important change. It sounds like a good plan, suitable for playtesting.
 

I like the idea.
Incorporating it into my heirarchy of terms:

- Fate Points: Last forever
- Action Points: Last 1 level, then get re-set
- Cool Points: Last 1 "scene", then evaporate

-- N
 



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