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<blockquote data-quote="sheadunne" data-source="post: 6162731" data-attributes="member: 27570"><p>What I would like to see is something like the Complication Die I introduced in my own game (granted, not D&D game). </p><p></p><p>Player A can ask Player B to roll a die and add it to his dice pool (it's a success based system). If the die rolled is equal to or higher than the dice rolled by the Player A, then a complication has occurred, in addition to whatever the normal results of the roll would be.</p><p></p><p>Translated to D&D it might be something like.</p><p></p><p>Player A doesn't like his chances of jumping over the chasm. He asks another player at the table, Player B, to also roll a d20. Player A can take either die roll and use it to jump over the chasm. If Player B's die roll is equal to or higher than Player A's roll, a complication has occurred, regardless of whether the action was successful or not. Player B chooses the complication that has happened.</p><p></p><p>Let's say Player A needs an 18 to make it over the chasm. He has a +6 to his roll. He rolls an 8 (14 total, not enough) but Player B rolls a 14 (20 total, is enough). Player A makes it over the chasm, but a complication has occurred. Player B chooses the complication and says that Player A made it over the chasm, but is now hanging onto the edge, instead of standing on his feet. Player A can easy pull himself up on his next turn (a move action). It's not meant to be debilitating, only complicating the results.</p><p></p><p>If Player B's die roll had been a 9 (total 15, not enough) then Player A would have failed the roll, and a complication would have occurred (since Player B's die roll was still equal to or higher than Player A's roll). Player A would probably fall into the chasm since he failed his roll, but in addition to the falling, something else happened to make things more complicated. Perhaps when he fell down, he also landed in a pool of water at the bottom. This is entirely up to Player B, since he was asked to roll the complication die.</p><p></p><p>I find it adds a little tension, but without putting any undo work on the DM and let's the players have fun with the narrative. It's also completely up to the players whether to use it and what the results are of using it. It's also not certain that any complication will actually happen. That's up to the dice.</p><p></p><p>I find it a much more gratifying experience to turn over these types of mechanics to the players. I don't have to play favorites or feel like I need to balance giving out tokens. Players easily have access to a mechanic that gives a potential boost (Bonus) at the cost of a potential complication (RP). Clear Guidelines are needed to let Players know the limitations of the complication, they're not meant to injury or potential kill a character, only make life a little less easy. In D&D I would say a complication shouldn't be any more difficult than it would take a move action to get out of or deal with. </p><p></p><p>Anyway, that's more of what I'm interested in for RP bonuses in the game. Rather than reward RP with bonuses, let's give bonuses in exchange for creating RP situations. And let's make it player choice.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6162731, member: 27570"] What I would like to see is something like the Complication Die I introduced in my own game (granted, not D&D game). Player A can ask Player B to roll a die and add it to his dice pool (it's a success based system). If the die rolled is equal to or higher than the dice rolled by the Player A, then a complication has occurred, in addition to whatever the normal results of the roll would be. Translated to D&D it might be something like. Player A doesn't like his chances of jumping over the chasm. He asks another player at the table, Player B, to also roll a d20. Player A can take either die roll and use it to jump over the chasm. If Player B's die roll is equal to or higher than Player A's roll, a complication has occurred, regardless of whether the action was successful or not. Player B chooses the complication that has happened. Let's say Player A needs an 18 to make it over the chasm. He has a +6 to his roll. He rolls an 8 (14 total, not enough) but Player B rolls a 14 (20 total, is enough). Player A makes it over the chasm, but a complication has occurred. Player B chooses the complication and says that Player A made it over the chasm, but is now hanging onto the edge, instead of standing on his feet. Player A can easy pull himself up on his next turn (a move action). It's not meant to be debilitating, only complicating the results. If Player B's die roll had been a 9 (total 15, not enough) then Player A would have failed the roll, and a complication would have occurred (since Player B's die roll was still equal to or higher than Player A's roll). Player A would probably fall into the chasm since he failed his roll, but in addition to the falling, something else happened to make things more complicated. Perhaps when he fell down, he also landed in a pool of water at the bottom. This is entirely up to Player B, since he was asked to roll the complication die. I find it adds a little tension, but without putting any undo work on the DM and let's the players have fun with the narrative. It's also completely up to the players whether to use it and what the results are of using it. It's also not certain that any complication will actually happen. That's up to the dice. I find it a much more gratifying experience to turn over these types of mechanics to the players. I don't have to play favorites or feel like I need to balance giving out tokens. Players easily have access to a mechanic that gives a potential boost (Bonus) at the cost of a potential complication (RP). Clear Guidelines are needed to let Players know the limitations of the complication, they're not meant to injury or potential kill a character, only make life a little less easy. In D&D I would say a complication shouldn't be any more difficult than it would take a move action to get out of or deal with. Anyway, that's more of what I'm interested in for RP bonuses in the game. Rather than reward RP with bonuses, let's give bonuses in exchange for creating RP situations. And let's make it player choice. [/QUOTE]
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