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Introducing the COUNTDOWN DICE Mechanic!
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<blockquote data-quote="Atomoctba" data-source="post: 8930694" data-attributes="member: 6996733"><p>I use a different, but slightly similar mechanics on my games. Everything the players do anything that takes time (search the room for secret doors, loot a treasure, stop to first-aid themselves, &c), I roll a d6. If I did not roll 1, it just take the time nothing more. But next time they delay to do something, I roll 2d6. No "ones", the game proceeds. Next time, I will roll 3d6 and so on. So, in a sense, I "build" a pool rather than countdown it. If I roll any "one", something occurs and the pool resets again to 1d6 on the next time I roll it.</p><p></p><p>But what is the "something"? It depends. It can be a random encounter, the bomb explodes, the ceiling of that unstable ruin colapses, and so on. Or the "one" can also build something else that takes time. For example, first 1 rolled, the volcano erupts. Second 1, the lava reaches the dungeon where players are. Third 1, all the exits are sealed by lava now. Or: the bad guys are doing a five step ritual in the heart of dungeon. Each time I roll 1, one of the steps is completed. And I always roll all dice in plain view of the players. Why? To show them that each delay can have a consequence. They are taking time when time is at the stake.</p><p></p><p>Credits to original idea to the Angry GM blog.</p></blockquote><p></p>
[QUOTE="Atomoctba, post: 8930694, member: 6996733"] I use a different, but slightly similar mechanics on my games. Everything the players do anything that takes time (search the room for secret doors, loot a treasure, stop to first-aid themselves, &c), I roll a d6. If I did not roll 1, it just take the time nothing more. But next time they delay to do something, I roll 2d6. No "ones", the game proceeds. Next time, I will roll 3d6 and so on. So, in a sense, I "build" a pool rather than countdown it. If I roll any "one", something occurs and the pool resets again to 1d6 on the next time I roll it. But what is the "something"? It depends. It can be a random encounter, the bomb explodes, the ceiling of that unstable ruin colapses, and so on. Or the "one" can also build something else that takes time. For example, first 1 rolled, the volcano erupts. Second 1, the lava reaches the dungeon where players are. Third 1, all the exits are sealed by lava now. Or: the bad guys are doing a five step ritual in the heart of dungeon. Each time I roll 1, one of the steps is completed. And I always roll all dice in plain view of the players. Why? To show them that each delay can have a consequence. They are taking time when time is at the stake. Credits to original idea to the Angry GM blog. [/QUOTE]
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