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Cheating, Action Points, and Second Wind
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<blockquote data-quote="Rel" data-source="post: 3993009" data-attributes="member: 99"><p>The way I tend to run games the Millenium Falcon COULD be blown up by TIE fighters. It's just exceedingly unlikely that it will. There are tons of ways to mitigate that sort of thing if you're a creative GM with a decent group of players.</p><p></p><p>If the ship is faster then chances are it'll only be subject to a few attacks before the PC's have the option to flee (and this is totally within the genre - almost the only thing the Millenium Falcon DOES is flee!). If it has better armor and shields then the PC's should have a good chance to know if they are in trouble. If the PC's ship blows up a bunch of TIE fighters then it's plausible that the remaining ones will be called back to the Death Star. Maybe the bad guys did that because they've planted a homing device on the Millenium Falcon. If things go really bad then maybe the PC's get tractor beamed back on board the Death Star. Maybe the ship has escape pods they can use.</p><p></p><p>There are just tons and tons of ways to get out of this kind of trap. And if they don't...well our group would probably have a big laugh about it and start rolling up new characters.</p><p></p><p>That said, one type of game mechanic that I have come to really like is some kind of action point that can be spent to make a "dramatic edit". Basically the players can rewrite the reality of the game world by spending these points, provided that they spend enough of them and get the GM's approval. If you've got a group of players that are creative then this can be the ultimate "get out of jail free card" that is a ton of fun to use.</p><p></p><p>The way I implemented this in my last campaign (Warhammer FRP/Pirates of the Carribean) was that they could spend Fortune Points to do dramatic edits. A player could spend a single point and say something like, "While we're fighting on the deck of the ship, the enemy pirate steps in a bucket and is at a penalty to all attack rolls until he gets it off his foot!" They could spend three points and say something like, "The wind shifts and the mizzen boom sweeps across the quarterdeck! Everybody up there has to make an Agility Test or be swept overboard!" And the group of players could collectively spend like ten of them to say, "Just as the enemy ship is about to bring their full broadside to bear on us, they hit an uncharted reef! They are stuck until they can make a bunch of Sailing Tests to get the ship off the reef (thus giving us time to escape!)."</p><p></p><p>I found that to be a lot more gratifying than just being able to add 1d6 onto a d20 roll. And it gives the players more flexibility in how they can save themselves if the you-know-what hits the fan.</p></blockquote><p></p>
[QUOTE="Rel, post: 3993009, member: 99"] The way I tend to run games the Millenium Falcon COULD be blown up by TIE fighters. It's just exceedingly unlikely that it will. There are tons of ways to mitigate that sort of thing if you're a creative GM with a decent group of players. If the ship is faster then chances are it'll only be subject to a few attacks before the PC's have the option to flee (and this is totally within the genre - almost the only thing the Millenium Falcon DOES is flee!). If it has better armor and shields then the PC's should have a good chance to know if they are in trouble. If the PC's ship blows up a bunch of TIE fighters then it's plausible that the remaining ones will be called back to the Death Star. Maybe the bad guys did that because they've planted a homing device on the Millenium Falcon. If things go really bad then maybe the PC's get tractor beamed back on board the Death Star. Maybe the ship has escape pods they can use. There are just tons and tons of ways to get out of this kind of trap. And if they don't...well our group would probably have a big laugh about it and start rolling up new characters. That said, one type of game mechanic that I have come to really like is some kind of action point that can be spent to make a "dramatic edit". Basically the players can rewrite the reality of the game world by spending these points, provided that they spend enough of them and get the GM's approval. If you've got a group of players that are creative then this can be the ultimate "get out of jail free card" that is a ton of fun to use. The way I implemented this in my last campaign (Warhammer FRP/Pirates of the Carribean) was that they could spend Fortune Points to do dramatic edits. A player could spend a single point and say something like, "While we're fighting on the deck of the ship, the enemy pirate steps in a bucket and is at a penalty to all attack rolls until he gets it off his foot!" They could spend three points and say something like, "The wind shifts and the mizzen boom sweeps across the quarterdeck! Everybody up there has to make an Agility Test or be swept overboard!" And the group of players could collectively spend like ten of them to say, "Just as the enemy ship is about to bring their full broadside to bear on us, they hit an uncharted reef! They are stuck until they can make a bunch of Sailing Tests to get the ship off the reef (thus giving us time to escape!)." I found that to be a lot more gratifying than just being able to add 1d6 onto a d20 roll. And it gives the players more flexibility in how they can save themselves if the you-know-what hits the fan. [/QUOTE]
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