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Critical hits in 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4289547" data-attributes="member: 710"><p>This screams "Torg Drama Deck". </p><p></p><p>Basically, each round, Initiative was determined by the Drama Deck. The GM draws a card. The Card defined which side started (heroes or villains). It also added certain side effects</p><p>- Improved Action: If you use this combat skill (think Maneuver, Taunt, Test, Intimidate and stuff like that), player gets a new card on his hand (cards can be used to augment rolls or do plot stuff) at the end of the turn.</p><p>- Flurry: This side acts twice</p><p>- Setback: All attacks of this side fail. Take some (nonlethal) damage. Need to reload (Hollywood magazines - only empty if required for dramatic reasons)</p><p>- Inspiration: heal all nonlethal damage</p><p>- Break-Off: Enemy retreats, unless at least one attack succeeds.</p><p>- Up: Side rolls an extra d20 on your d20 roll. </p><p></p><p>In "dramatic" scenarios, the deck was stacked against you (the GM read a different row/column on the car, and this was more often beneficial to the NPCs or harmful to the PCs.). In "regular" encounters, the PCs had the advantage.</p><p></p><p>Torg was so full of great ideas, it's a shame nobody is actively developing for it anymore, and that you can't get new adventures or at least old source books...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4289547, member: 710"] This screams "Torg Drama Deck". Basically, each round, Initiative was determined by the Drama Deck. The GM draws a card. The Card defined which side started (heroes or villains). It also added certain side effects - Improved Action: If you use this combat skill (think Maneuver, Taunt, Test, Intimidate and stuff like that), player gets a new card on his hand (cards can be used to augment rolls or do plot stuff) at the end of the turn. - Flurry: This side acts twice - Setback: All attacks of this side fail. Take some (nonlethal) damage. Need to reload (Hollywood magazines - only empty if required for dramatic reasons) - Inspiration: heal all nonlethal damage - Break-Off: Enemy retreats, unless at least one attack succeeds. - Up: Side rolls an extra d20 on your d20 roll. In "dramatic" scenarios, the deck was stacked against you (the GM read a different row/column on the car, and this was more often beneficial to the NPCs or harmful to the PCs.). In "regular" encounters, the PCs had the advantage. Torg was so full of great ideas, it's a shame nobody is actively developing for it anymore, and that you can't get new adventures or at least old source books... [/QUOTE]
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