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Friday Chat: What Mechanics Do You Steal From A Game To Use In Another?
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<blockquote data-quote="overgeeked" data-source="post: 9808667" data-attributes="member: 86653"><p>Clocks, Countdowns, and Fronts from Powered by the Apocalypse, Blades in the Dark, and Daggerheart. Such a simple and elegant idea. Removes so many convoluted subsystems and saves so much space.</p><p></p><p>Mothership’s Death Saves. Absolutely brilliant take on the idea. Like so much in Mothership. When you hit zero HP, the referee rolls a die in a cup and covers the result with the cup. No one knows what the result is until someone checks the body.</p><p></p><p>Delta Green’s Lethality. Some weapons have a percent chance to simply kill you outright. Works for falling, too. Roll 1d100. You want to roll over the number of feet you fell. If not, you die.</p><p></p><p>Call of Cthulhu 7E’s Idea Roll. If the PCs are well and truly stuck, have the PC with the highest INT make a roll. If successful, the referee moves the story ahead to where they reexamine clues and get a massive hint dropped in their lap. If failed, the referee moves the story ahead to where they get the massive hint along with a gaggle of cultists or similar dropped in their lap.</p><p></p><p>5E’s Dis/Advantage. I'm never going back to endless lists of tiny modifiers, thanks. Replace all that nonsense with “roll an extra die, take the better/worse.”</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9808667, member: 86653"] Clocks, Countdowns, and Fronts from Powered by the Apocalypse, Blades in the Dark, and Daggerheart. Such a simple and elegant idea. Removes so many convoluted subsystems and saves so much space. Mothership’s Death Saves. Absolutely brilliant take on the idea. Like so much in Mothership. When you hit zero HP, the referee rolls a die in a cup and covers the result with the cup. No one knows what the result is until someone checks the body. Delta Green’s Lethality. Some weapons have a percent chance to simply kill you outright. Works for falling, too. Roll 1d100. You want to roll over the number of feet you fell. If not, you die. Call of Cthulhu 7E’s Idea Roll. If the PCs are well and truly stuck, have the PC with the highest INT make a roll. If successful, the referee moves the story ahead to where they reexamine clues and get a massive hint dropped in their lap. If failed, the referee moves the story ahead to where they get the massive hint along with a gaggle of cultists or similar dropped in their lap. 5E’s Dis/Advantage. I'm never going back to endless lists of tiny modifiers, thanks. Replace all that nonsense with “roll an extra die, take the better/worse.” [/QUOTE]
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Friday Chat: What Mechanics Do You Steal From A Game To Use In Another?
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