Thoughts on countdowns

Not "Slightly dead, partially dead, mostly dead, and dead"?

Maybe that's just the descriptors in the O.L.D. - Princess Bride splat book. :)

Y'know, for a second there my brain shouted "What!? There's a Princess Bride sourcebook! How did I not know about this before?"

Then I realized it was a joke, and my happy thought went away. Google did let me know that there's a deck builder game in the works, though. I hope I'm not burned out on deck builders when that finally gets published.
 

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I have not used it in a N.E.W. game yet (circumstances conspired against us last week and we had to cancel our session) but I did use this mechanic for a couple things the week before in our D&D Next game. Here's how I used it.

1- Pollution / Taint

The PCs found two magical teeth that had been extracted from the mouth of a demon. These teeth have powers but when they are used they cause a slow pollution of the boy and soul. Each PC started out at 6 and whenever they use a power of the tooth they roll.

2. Hide & Seek


The party was searching through the ruins of a city where a powerful demon had made a nest. This demon was attuned to the area and could feel intrusions. I used a 3-dice countdown, checked every 30 minutes, to determine when the demon located the PCs. This pool was enlarged by Hide checks and additional countdown rolls were made when they did certain things (such as using a divine power).​

I have not made extensive enough use yet to know if this is going to be a good balanced way of tracking these things but I love the simplicity of the rule. Before reading this in your N.E.W. book I would have used different mechanics for each of the above, of varying levels of complexity. The countdown mechanic proves a nice, standard, simple way to resolve these things.

The only thing I didn't like, is that, in some cases, taint for example, reversing the order would make more sense. Ideally I'd like the PCs to have a taint score of 0 and work upwards, but the countdown works opposite that. It doesn't really matter, just made it slightly harder to explain (and that really only mattered because this was how I introduced the mechanic to them).
 

The only thing I didn't like, is that, in some cases, taint for example, reversing the order would make more sense. Ideally I'd like the PCs to have a taint score of 0 and work upwards, but the countdown works opposite that. It doesn't really matter, just made it slightly harder to explain (and that really only mattered because this was how I introduced the mechanic to them).

Basing the Taint effect dice pool on a character's Will score might help with that conceptually - that way, each die removed from the pool represents a little bit of their willpower to resist being whittled away.

Another option would be to keep some dice aside for countdowns, and when you remove dice from the pool, instead of setting them aside, stack them up together in clear view. That would provide a visual reference of the problem growing bigger as the countdown pool grows smaller.
 

A fellow player thought they took too long, and proposed dropping dice on lower rolls (5 and maybe even 4s, as well as 6s). That probably makes things less predictable, too.
 


Can anyone 'do the math' on this? Statistically, how many iterations on average would, say, a 4-die countdown take?

Somebody already did. :)

cd.jpg
 


A fellow player thought they took too long, and proposed dropping dice on lower rolls (5 and maybe even 4s, as well as 6s). That probably makes things less predictable, too.

That's the first bit of actual playtest feedback! I've been waiting weeks for that particular bit of information! Thank you!
 



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