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General Tabletop Discussion
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Crossroads: Character Health, Getting Hurt, and Dying
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<blockquote data-quote="doctorbadwolf" data-source="post: 9109929" data-attributes="member: 6704184"><p>Updoot</p><p></p><p>My group was discussing these mechanics, and we figured out a way to dial the lethality vs pulpiness of the game. </p><p></p><p><strong>Twist of Fate</strong>. When you are taken out of a scene, if you have a Twist of Fate available, you can spend it to describe what unlikely thing occurs that saves you at the last second, brining you back into the game in the next scene without any negative consequence. Once spent, you do not regain a Twist unless something happens in the game to give you a new one, such as gaining the favor of a supernatural creature that can bend luck or fate, finding a mysterious artifact, or some other event that your GM feels is appropriate. You can only have one Twist of Fate at a time. </p><p></p><p>By default, PCs begin play with a Twist of Fate.</p><p></p><p><strong>Dialing the Tone of The Game. </strong>For a more pulp heroics based game, all PCs might gain a Twist every time they take an extended rest. This allows for regular near misses and close calls, landing in a pile of something soft, being shielded from an explosion by a heavy door, having a thick metal object in your shirt pocket when the assassin takes a perfect shot straight for your heart, etc. </p><p>To dial the tone the other way, you might make Twists much harder to gain, and no one starts with one. Another alternative that will change how the game plays is to allow PCs to regain their Twist by spend 3 Attribute Points +1 point for every 3 levels above 1st. This allows for regualar use, but also accelerates the depletion of AP dramatically if taken advantage of.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9109929, member: 6704184"] Updoot My group was discussing these mechanics, and we figured out a way to dial the lethality vs pulpiness of the game. [B]Twist of Fate[/B]. When you are taken out of a scene, if you have a Twist of Fate available, you can spend it to describe what unlikely thing occurs that saves you at the last second, brining you back into the game in the next scene without any negative consequence. Once spent, you do not regain a Twist unless something happens in the game to give you a new one, such as gaining the favor of a supernatural creature that can bend luck or fate, finding a mysterious artifact, or some other event that your GM feels is appropriate. You can only have one Twist of Fate at a time. By default, PCs begin play with a Twist of Fate. [B]Dialing the Tone of The Game. [/B]For a more pulp heroics based game, all PCs might gain a Twist every time they take an extended rest. This allows for regular near misses and close calls, landing in a pile of something soft, being shielded from an explosion by a heavy door, having a thick metal object in your shirt pocket when the assassin takes a perfect shot straight for your heart, etc. To dial the tone the other way, you might make Twists much harder to gain, and no one starts with one. Another alternative that will change how the game plays is to allow PCs to regain their Twist by spend 3 Attribute Points +1 point for every 3 levels above 1st. This allows for regualar use, but also accelerates the depletion of AP dramatically if taken advantage of. [/QUOTE]
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