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Torg and D20 Modern
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<blockquote data-quote="Benedict" data-source="post: 590685" data-attributes="member: 9011"><p>James, in brief, yes. A couple of players tried out the approved actions, and they roleplayed the use of all the cards (with the exception of Second Chance which is, of course, just a re-roll). Unfortunately no sub-plots came up in a timely fashion, but my wife is holding a Connection card that she hopes to use during the next game. As for dramatic resolution, I'm not really using that at this time, and I'm not sure I will. I prefer a more free flowing resolution at that level and I think the cards would be a hinderance rather than an aid for my style of GMing.</p><p></p><p>And now the report...</p><p></p><p>Approved Actions on the Drama Cards are my focus for today. Here are the basic rules.</p><p></p><p>Succeed at any of the seven (six really) approved actions and draw a new Drama Card that can be played into the Action Pool immediately.</p><ul> <li data-xf-list-type="ul">Any – Any of the actions listed below.</li> <li data-xf-list-type="ul">Attack – An attack action of any kind, just succeed. </li> <li data-xf-list-type="ul">Defend – Use of some means of active defense, i.e. Defensive Combat, Full Defense, or a retreat. Additionally the character might defend another.</li> <li data-xf-list-type="ul">Intimidate – Use the skill Intimidate against a foe to make him do what you wish. The standard DC for this action is 10 + the targets Hit Dice or level. See the d20 Modern skill listing for more details. Full Action.</li> <li data-xf-list-type="ul">Maneuver – Using Climb, Jump, or Tumble you force your opponent to chase you, or to put him off balance.</li> <li data-xf-list-type="ul">Taunt – Using Bluff or Perform (Stand Up) you irritate your target. The idea being to make him lose his cool and do something foolhardy. Full Action</li> <li data-xf-list-type="ul">Test – (<em>Test of Wills</em>) There is no good equivalent to this one in d20 Modern. And it’s got a very sketchy description in the original TORG rulebook. I don’t have a very good idea for converting this. I think I will ignore the appearance of the TEST result for now.</li> <li data-xf-list-type="ul">Trick – A Trick can be any unexpected action that the player can use to his benefit. Dumping a table onto an enemy in a restaurant, dropping a chandelier on the Cardinals guards, or kicking dirt into the beach bully’s eyes are all examples.</li> </ul><p></p><p>As a side note, I have noticed that combat in the d20 system has a tendency to be short lived. 2-4 rounds are the average for my gaming group. I’m wondering if this makes players less likely to take advantage of Approved Actions? The carrot-on-the-stick for Approved Actions is to acquire new cards when you need them most – in combat. If the combat ends too soon then the players won’t bother, knowing that a full hand is coming their way when the combat ends. In my opinion that is exactly what I am seeing in this regard so far. To correct this I am thinking of allowing a refill of hands only so often…</p><p></p><p>benedict</p></blockquote><p></p>
[QUOTE="Benedict, post: 590685, member: 9011"] James, in brief, yes. A couple of players tried out the approved actions, and they roleplayed the use of all the cards (with the exception of Second Chance which is, of course, just a re-roll). Unfortunately no sub-plots came up in a timely fashion, but my wife is holding a Connection card that she hopes to use during the next game. As for dramatic resolution, I'm not really using that at this time, and I'm not sure I will. I prefer a more free flowing resolution at that level and I think the cards would be a hinderance rather than an aid for my style of GMing. And now the report... Approved Actions on the Drama Cards are my focus for today. Here are the basic rules. Succeed at any of the seven (six really) approved actions and draw a new Drama Card that can be played into the Action Pool immediately. [list] [*]Any – Any of the actions listed below. [*]Attack – An attack action of any kind, just succeed. [*]Defend – Use of some means of active defense, i.e. Defensive Combat, Full Defense, or a retreat. Additionally the character might defend another. [*]Intimidate – Use the skill Intimidate against a foe to make him do what you wish. The standard DC for this action is 10 + the targets Hit Dice or level. See the d20 Modern skill listing for more details. Full Action. [*]Maneuver – Using Climb, Jump, or Tumble you force your opponent to chase you, or to put him off balance. [*]Taunt – Using Bluff or Perform (Stand Up) you irritate your target. The idea being to make him lose his cool and do something foolhardy. Full Action [*]Test – ([I]Test of Wills[/I]) There is no good equivalent to this one in d20 Modern. And it’s got a very sketchy description in the original TORG rulebook. I don’t have a very good idea for converting this. I think I will ignore the appearance of the TEST result for now. [*]Trick – A Trick can be any unexpected action that the player can use to his benefit. Dumping a table onto an enemy in a restaurant, dropping a chandelier on the Cardinals guards, or kicking dirt into the beach bully’s eyes are all examples. [/list] As a side note, I have noticed that combat in the d20 system has a tendency to be short lived. 2-4 rounds are the average for my gaming group. I’m wondering if this makes players less likely to take advantage of Approved Actions? The carrot-on-the-stick for Approved Actions is to acquire new cards when you need them most – in combat. If the combat ends too soon then the players won’t bother, knowing that a full hand is coming their way when the combat ends. In my opinion that is exactly what I am seeing in this regard so far. To correct this I am thinking of allowing a refill of hands only so often… benedict [/QUOTE]
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