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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Update to The Token System.
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="Rune" data-source="post: 6230940" data-attributes="member: 67"><p>First of all, thank you for your interest! I think some of this may have been touched on in the update, but here is a response off the top of my head:</p><p></p><p>Characters assist each other by performing actions that either create aid within the context of the narrative of the game or that create temporary attributes (a concept introduced in the update) for the assisted character to use. Because there are no turns in the game, it isn't uncommon for someone to say they're going to try something, only to be interrupted by someone else saying they want to do something to set the first character up in some way. When this happens, you should completely resolve the assisting character's action first. It's all actually very intuitive.</p><p></p><p></p><p></p><p>One way to think of the bidding back-and-forth during combat is to describe it as a blow-by-blow exchange between two combatants. This is a bit easier to do if both participants start with low bids and work upward (and there is a mechanical reason to want to do that, anyway).</p><p></p><p>Another thing to keep in mind is that when you place a bid, you are representing both an outcome and a level of risk you are willing to accept to see it happen (this will be easier to envision if bids actually state both elements) . The opponent likewise represents an outcome and an acceptable level of risk. But the actual action isn't resolved--and doesn't happen--until the bidding stops. By necessity, the winner won't achieve everything s/he was representing because the loser wouldn't--or couldn't--accept that level of risk.</p><p></p><p></p><p></p><p>While you are, of course, welcome to experiment with the rules in any way your group wants, I recommend that you consider the ramifications of making this change in a game that has no random elements in action resolution. If you allow the possibility of forcing outcomes on the losing side, whoever has the highest attributes and the most tokens can be a bully and basically dictate the rest of the game.</p><p></p><p>Don't worry too much about countering larger bids with small ones; that's just part of the strategy of the game (and it's also a great way to make sure your villains get a chance to reoccur). If you feel the players are doing this with impunity, make sure to vary the resulting complications and keep them relevant during the course of the session! </p><p></p><p></p><p></p><p>Glad you enjoyed it and I hope I've been able to help you out! I would indeed like to see that scenario if you do want to share it. In the meantime, here's an account of a game that I ran with the Token System, converting the old AD&D module, I6 Ravenloft, on the fly. It starts on the second page of <a href="http://www.enworld.org/forum/showthread.php?334833-Streamlining-I6-Ravenloft" target="_blank">this thread. </a></p><p></p><p>Edit == One more thing: when your opponent bids way under you, your own final bid drops to one more than your opponent's (so you don't end up spending lots of tokens for little effect). This fix/clarification might have been part of the revision, rather than the original version; I don't remember.</p></blockquote><p></p>
[QUOTE="Rune, post: 6230940, member: 67"] First of all, thank you for your interest! I think some of this may have been touched on in the update, but here is a response off the top of my head: Characters assist each other by performing actions that either create aid within the context of the narrative of the game or that create temporary attributes (a concept introduced in the update) for the assisted character to use. Because there are no turns in the game, it isn't uncommon for someone to say they're going to try something, only to be interrupted by someone else saying they want to do something to set the first character up in some way. When this happens, you should completely resolve the assisting character's action first. It's all actually very intuitive. One way to think of the bidding back-and-forth during combat is to describe it as a blow-by-blow exchange between two combatants. This is a bit easier to do if both participants start with low bids and work upward (and there is a mechanical reason to want to do that, anyway). Another thing to keep in mind is that when you place a bid, you are representing both an outcome and a level of risk you are willing to accept to see it happen (this will be easier to envision if bids actually state both elements) . The opponent likewise represents an outcome and an acceptable level of risk. But the actual action isn't resolved--and doesn't happen--until the bidding stops. By necessity, the winner won't achieve everything s/he was representing because the loser wouldn't--or couldn't--accept that level of risk. While you are, of course, welcome to experiment with the rules in any way your group wants, I recommend that you consider the ramifications of making this change in a game that has no random elements in action resolution. If you allow the possibility of forcing outcomes on the losing side, whoever has the highest attributes and the most tokens can be a bully and basically dictate the rest of the game. Don't worry too much about countering larger bids with small ones; that's just part of the strategy of the game (and it's also a great way to make sure your villains get a chance to reoccur). If you feel the players are doing this with impunity, make sure to vary the resulting complications and keep them relevant during the course of the session! Glad you enjoyed it and I hope I've been able to help you out! I would indeed like to see that scenario if you do want to share it. In the meantime, here's an account of a game that I ran with the Token System, converting the old AD&D module, I6 Ravenloft, on the fly. It starts on the second page of [url=http://www.enworld.org/forum/showthread.php?334833-Streamlining-I6-Ravenloft]this thread. [/url] Edit == One more thing: when your opponent bids way under you, your own final bid drops to one more than your opponent's (so you don't end up spending lots of tokens for little effect). This fix/clarification might have been part of the revision, rather than the original version; I don't remember. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Update to The Token System.
Top