Crazy Jerome
First Post
Well, mechanics are disallowed in this thread, right. I don't want to violate the law:
I think they could work as some kind of "tagging", similar to how the bloodied condition. It doesn't do anything on its own, but something can use it to trigger an effect. If your arm is broken, an NPC "tags" your broken arm for a special effect (say, disarm you*). But tagging requires certain limited resources or occurences, say fumbles or criticals or spending some limited game resource like tokens or fight points or whatever.
The point for me is that I don't want it to be something that bothers you all the time and you have to continually apply. It leads to book-keeping for every roll and check you make, which is prone to error, and slows down everything.
*) not the blood-splattering way.
Must spread XP. Someone chip in, if you don't mind.
I realize that the "no mechanics" thing is difficult, but this answer is a great example of exactly what I wanted when I asked for it. This edges right up to mechanics, but stops short. It defines what the mechanics will need to do, without specifying the mechanics. You can easily imagine several different mechanics that might satisfy this requirement.
Talking about what you want, without talking about exactly how you will do it, is a great way to really dig into the nature of what you want. The danger is always that what you want from such digging may not be possible, but we'll fireball/disintergrate/polymorph that bridge when we get to it, in the follow-up topic.
