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Unfreezing the Narrative
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<blockquote data-quote="Baron Opal II" data-source="post: 9876789" data-attributes="member: 6794067"><p>Missing once in a while is a part of the game. Missing often because your dice are cold is frustrating.</p><p></p><p>I have a player in my game who is getting seriously down on their character because some days they can't roll better than a 4. They're supposed to be an awesome crossbower, and occasional sniper, but the bonuses don't matter with cold dice. They should hit about half the time, not about 1 in 6 last session.</p><p></p><p>Pondering this whilst I was taking my evening constitutional in the nearby woods, I though of this: PCs have a Luck or Wyrd score. This is equal to their Charisma or Wisdom, whichever is higher*. Once chosen you can't change it. The character either depends on luck bending the world to their will or perceives their place in the Implicate Order. Whenever a player wants they may stand up, state "I am the protagonist, dammit!" and declare that a roll was a success. Huzzah! When this is done, they roll 1d6 and subtract that from the score.</p><p></p><p>When the score reaches zero they're, well, out of luck. It comes back at 1 point per game day or refresh completely after a period of downtime >= a week, or the beginning of a session. If a battle is paused over a break, that would be an advantage to the players. If the score goes "negative" consequences accrue. The score resets to zero and I as the DM can change one miss to a success. I can't save it, it would need to be in the same combat or scene. I'm expecting about 2-3 successes versus 1 success for me per player.</p><p></p><p>It's a "push your luck" mechanic with no consequences for the first use, which I like. If their Wyrd gets down to 1, they've got one more good roll in their pocket but it will sting. This gives them a choice. Someone might get really lucky, and it will likely be a bard or a cleric, which fits thematically for me.</p><p></p><p>I certain circumstances I might restrict the use of it. There might be a particularly difficult fight or skill challenge. Needing an 18+ on the die is the challenge itself, and the players need to think of mitigating circumstances, information, research, &c. If so, I will mention this ahead of time and it will be rare. Given the refresh mechanic it won't apply to rolls during downtime.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 9876789, member: 6794067"] Missing once in a while is a part of the game. Missing often because your dice are cold is frustrating. I have a player in my game who is getting seriously down on their character because some days they can't roll better than a 4. They're supposed to be an awesome crossbower, and occasional sniper, but the bonuses don't matter with cold dice. They should hit about half the time, not about 1 in 6 last session. Pondering this whilst I was taking my evening constitutional in the nearby woods, I though of this: PCs have a Luck or Wyrd score. This is equal to their Charisma or Wisdom, whichever is higher*. Once chosen you can't change it. The character either depends on luck bending the world to their will or perceives their place in the Implicate Order. Whenever a player wants they may stand up, state "I am the protagonist, dammit!" and declare that a roll was a success. Huzzah! When this is done, they roll 1d6 and subtract that from the score. When the score reaches zero they're, well, out of luck. It comes back at 1 point per game day or refresh completely after a period of downtime >= a week, or the beginning of a session. If a battle is paused over a break, that would be an advantage to the players. If the score goes "negative" consequences accrue. The score resets to zero and I as the DM can change one miss to a success. I can't save it, it would need to be in the same combat or scene. I'm expecting about 2-3 successes versus 1 success for me per player. It's a "push your luck" mechanic with no consequences for the first use, which I like. If their Wyrd gets down to 1, they've got one more good roll in their pocket but it will sting. This gives them a choice. Someone might get really lucky, and it will likely be a bard or a cleric, which fits thematically for me. I certain circumstances I might restrict the use of it. There might be a particularly difficult fight or skill challenge. Needing an 18+ on the die is the challenge itself, and the players need to think of mitigating circumstances, information, research, &c. If so, I will mention this ahead of time and it will be rare. Given the refresh mechanic it won't apply to rolls during downtime. What do you think? [/QUOTE]
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