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Creating a Retreat System
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<blockquote data-quote="Teemu" data-source="post: 8420430" data-attributes="member: 30788"><p>I’ve been working on a Retreat VP system, which would work together with modified Stamina.</p><p></p><p>In the modified Stamina rules the PCs would invert the Stamina and HP amounts, so half the class’ hp per level to Stamina and the other half plus Con mod to hit points. This turns a normal HP pool into about 1/3 Stamina and 2/3 HP, and at later levels 1/4 Stamina and 3/4 HP, depending on Con mod. Then you would gain Resolve Points equal to that HP per level number (half plus Con mod), not equal to your key ability score mod. I’ve done test fights with a level 6 party and this version seems to work well—although it was just a test, not a real extended campaign. </p><p></p><p>The PCs could decide to initiate a Retreat during a player’s turn. Unconscious characters can’t contribute to the checks. A Retreat always ends in a successful escape from an enemy, but the checks determine how well the group survives the ordeal. The DCs would be based on the highest level enemy present in the encounter when the Retreat begins </p><p></p><p>The party makes 3-5 Retreat checks with skills (or casts spells or uses other suitable abilities; a spell could grant a success if fitting). After a skill has been used to roll a success, further checks with the skill become increasingly harder (+2/+5/+10). </p><p></p><p> </p><p><strong>Success</strong> The PCs avoid losing Resolve Points.</p><p></p><p><strong>Failure</strong> The PCs lose 1 Resolve Point. </p><p></p><p><strong>Critical</strong> <strong>Failure</strong> The PCs lose 2 Resolve Points. </p><p></p><p>At the end of the Retreat, every PC loses 1 Resolve Point. If a PC can’t pay a Resolve Point cost, they become fatigued.</p><p></p><p>This version is based on the diminishing victory points version of the rules from GMG.</p></blockquote><p></p>
[QUOTE="Teemu, post: 8420430, member: 30788"] I’ve been working on a Retreat VP system, which would work together with modified Stamina. In the modified Stamina rules the PCs would invert the Stamina and HP amounts, so half the class’ hp per level to Stamina and the other half plus Con mod to hit points. This turns a normal HP pool into about 1/3 Stamina and 2/3 HP, and at later levels 1/4 Stamina and 3/4 HP, depending on Con mod. Then you would gain Resolve Points equal to that HP per level number (half plus Con mod), not equal to your key ability score mod. I’ve done test fights with a level 6 party and this version seems to work well—although it was just a test, not a real extended campaign. The PCs could decide to initiate a Retreat during a player’s turn. Unconscious characters can’t contribute to the checks. A Retreat always ends in a successful escape from an enemy, but the checks determine how well the group survives the ordeal. The DCs would be based on the highest level enemy present in the encounter when the Retreat begins The party makes 3-5 Retreat checks with skills (or casts spells or uses other suitable abilities; a spell could grant a success if fitting). After a skill has been used to roll a success, further checks with the skill become increasingly harder (+2/+5/+10). [B]Success[/B] The PCs avoid losing Resolve Points. [B]Failure[/B] The PCs lose 1 Resolve Point. [B]Critical[/B] [B]Failure[/B] The PCs lose 2 Resolve Points. At the end of the Retreat, every PC loses 1 Resolve Point. If a PC can’t pay a Resolve Point cost, they become fatigued. This version is based on the diminishing victory points version of the rules from GMG. [/QUOTE]
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