Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Tell Me About Your Favorite Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Staffan" data-source="post: 8921246" data-attributes="member: 907"><p>TORG Eternity's <strong>Destiny cards</strong> and the way they interplay with combat encounters.</p><p></p><p>A Destiny card generally gives the player a momentary bonus of some sort – a reroll, a bonus to any or a subset of actions, turning an opponent's roll into a failure, and so on. There are also some that affect how other cards are played or refill your hand and such. However, once in combat or other encounter situation, you can't play these cards directly from your hand. Instead you need to put them into your "pool", meaning face-up on the table in front of you, one per round. Once in your pool, you can also trade them with other players.</p><p></p><p>The effect is that you build up a collective party resource over the course of an encounter. This lets you turn a seemingly dire situation into something the PCs can actually win, snatching victory from the jaws of defeat. The <strong>Escalation Die</strong> in 13th Age serves a similar role but without creating its own mini-game. Whether that's a good or bad thing is a matter of taste.</p><p></p><p>FATE's <strong>Aspects</strong> and <strong>Fate Points</strong> are also a really cool mechanic, particularly as expressed in the Dresden Files RPG.</p><p></p><p>Depending on the campaign's power level, each character has a certain "Base Refresh". If you have no special abilities, this is the minimum number of Fate points you start each session with. Should you have ended the last session with more than that, you get to keep the excess. Every special ability or "stunt" (a special ability letting you use a skill in a different way than usual or better in a specialized situation) costs one or more of this refresh. Fate points are used to boost rolls and to trigger various abilities as well as some amount of "dramatic editing" ("<em>Of course</em> I brought my handcuffs!").</p><p></p><p>Aspects are true statements about your character, and are linked to Fate points. One of these is your character concept, another is your Trouble, and the rest are just things that are true. Aspects are generally double-edged swords: they can be both good or bad. In a circumstance where an aspect is good, that's easy: spend a Fate point to reroll something or get a bonus. In a circumstance where it could potentially be negative, things get a little more interesting. The GM can "compel" an aspect by saying "Wouldn't it be really interesting if X happened right now?" The player then has the option to either accept the compel and get a Fate point for their trouble, or reject it by paying a Fate point. For example, if you have the aspect "Defender of the innocent" and you're defending someone, you can spend Fate points to help with the fighting. But in another situation, someone might come to you and ask for help, and to turn them down you need to spend a Fate point.</p><p></p><p>The effect here is that people with lots of supernatural powers will naturally have a lower Refresh, which means they have fewer Fate points. That means they <strong>literally</strong> have less control of their fate. From a meta-game perspective, they will need to accept more compels and get into more trouble to get the fate points they need to spend for other stuff. Power has a price.</p><p></p><p></p><p></p><p>First game I saw them in was Advanced Marvel Super Heroes, published in 1986 (the Basic set also had a Resources stat, but that only gave you a particular income in resource points, you rarely rolled it).</p></blockquote><p></p>
[QUOTE="Staffan, post: 8921246, member: 907"] TORG Eternity's [B]Destiny cards[/B] and the way they interplay with combat encounters. A Destiny card generally gives the player a momentary bonus of some sort – a reroll, a bonus to any or a subset of actions, turning an opponent's roll into a failure, and so on. There are also some that affect how other cards are played or refill your hand and such. However, once in combat or other encounter situation, you can't play these cards directly from your hand. Instead you need to put them into your "pool", meaning face-up on the table in front of you, one per round. Once in your pool, you can also trade them with other players. The effect is that you build up a collective party resource over the course of an encounter. This lets you turn a seemingly dire situation into something the PCs can actually win, snatching victory from the jaws of defeat. The [B]Escalation Die[/B] in 13th Age serves a similar role but without creating its own mini-game. Whether that's a good or bad thing is a matter of taste. FATE's [B]Aspects[/B] and [B]Fate Points[/B] are also a really cool mechanic, particularly as expressed in the Dresden Files RPG. Depending on the campaign's power level, each character has a certain "Base Refresh". If you have no special abilities, this is the minimum number of Fate points you start each session with. Should you have ended the last session with more than that, you get to keep the excess. Every special ability or "stunt" (a special ability letting you use a skill in a different way than usual or better in a specialized situation) costs one or more of this refresh. Fate points are used to boost rolls and to trigger various abilities as well as some amount of "dramatic editing" ("[I]Of course[/I] I brought my handcuffs!"). Aspects are true statements about your character, and are linked to Fate points. One of these is your character concept, another is your Trouble, and the rest are just things that are true. Aspects are generally double-edged swords: they can be both good or bad. In a circumstance where an aspect is good, that's easy: spend a Fate point to reroll something or get a bonus. In a circumstance where it could potentially be negative, things get a little more interesting. The GM can "compel" an aspect by saying "Wouldn't it be really interesting if X happened right now?" The player then has the option to either accept the compel and get a Fate point for their trouble, or reject it by paying a Fate point. For example, if you have the aspect "Defender of the innocent" and you're defending someone, you can spend Fate points to help with the fighting. But in another situation, someone might come to you and ask for help, and to turn them down you need to spend a Fate point. The effect here is that people with lots of supernatural powers will naturally have a lower Refresh, which means they have fewer Fate points. That means they [B]literally[/B] have less control of their fate. From a meta-game perspective, they will need to accept more compels and get into more trouble to get the fate points they need to spend for other stuff. Power has a price. First game I saw them in was Advanced Marvel Super Heroes, published in 1986 (the Basic set also had a Resources stat, but that only gave you a particular income in resource points, you rarely rolled it). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tell Me About Your Favorite Mechanics
Top