It was suggested BOTH heroes and villian did the ABCD though. Should I draw two cards? Who gets the ABCD advantage? Both? I am most likely over thinking this but it escapes me.
I stopped getting notifications on this thread and am sorry I missed the discussion. Hopefully this info is still useful.
You can use the ABCD system anytime you want to design, in your adventure, a task that fit the following conditions....
- It has multiple steps
- It has a time limit to accomplish
The ABCD system is usually only used for the players, however it WOULD be possible to have the villains use the same system. In fact, thats a pretty good idea i'm marking down in my GM book!
Simple ABCD example in which I just throw some numbers in for placeholding purposes and maybe refer to skills that don't exist anymore.
There is a bomb that needs to be defused in 15 rounds (Note that the number of rounds is determined by you) or the building will blow up with all the evidence. During that time the players must perform A, B, C, and D IN-ORDER with the cards determining which steps are possible that particular round. While the players are working on defusing the bomb the building guards will be trying to stop them.
You determine the steps to be
A: Determine the type of bomb and its general layout (Demolitions TN10 or Computers TN 15)
B: Open the cover defeating the anti-tamper device (Demolitions TN15 or DEX(Unskilled) TN20)
C: Follow the wiring leads to figure out which go to the detonator (Perception 8)
D: Cut the
Correct wire ( Demolitions TN10 or Electronics TN10)
So a sample set of rounds would go likes this (Assume nobody in the party had demolitions skill):
Round 1: (Card has B, C) You describe how the volume of bullets coming at the players is too strong to even look at the bomb right now. Players shoot at some bad guys or build a fort around the bomb or whatever.
Round 2: (Card has A, C) You mention the volume of fire has slacked off and to figure out the bomb a character(s) needs to make a TN15 computers check on their cellphone/laptop to figure out what is what. One players gets to try to make one of the rolls for step A.
They succeed The other players continue the shootout.
Round 3: (Card has C ,D) You mention that in order to remove the cover the players needs to dig around for a screwdriver in the general area and they haven't found one yet. Combat continutes.
Round 4: (Card has A,B,C,D) Player 1, finding the screwdrivers necessary (this is just story), tries to pry off the cover. They fail to get the DC20 DEX check. no other players can try the other steps because B is still outstanding.
Round 5: SETBACK You describe to the players that the information they pulled up earlier seemed like it matched the bomb but that as they were trying to pry off the cover they noticed that it was different than what they were expecting and their information was incorrect. They have to go back a step, to A, and find the correct info by succeeding again.
Round 6: (Card has A, B, C, D) The players finally decide to take the bomb serious and have a card pool built up by now to take care of it. Since there are only 3 characters in the party, one person is going to have to do 2 of the steps (at the normal 2 action penalty) to get the whole thing done. Cards are spent and possibilities are consumed and the 4 skill checks are made.
BOMB DEFUSED
In this example there was a time limit established (bomb ticking down), a multi-step problem (an elaborate timebomb), and a further complication of having enemies attacking making the whole process that much more dangerous. The enemies didn't care about the ABCD track and just were there to add distraction.