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Weekly Wrecana : The Three Pilasters of D&D 4 parts
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<blockquote data-quote="doctorbadwolf" data-source="post: 8401150" data-attributes="member: 6704184"><p>IMO/IME most players <em>enjoy</em> rolling dice, even when they aren’t there to determine whether a thing succeeds, or the scenario doesn’t involve any real risk. </p><p> </p><p>For an interlude, my thought is to use dice to determine some of the details and consequences of what the PCs are doing, things like how long a thing takes (and thus whether they can finish it now or must come back to it), how NPCs react to a thing (like whether you strain a relationship with a contact by calling in a favor from them), etc. </p><p> </p><p>Since my game uses dice pools and not everything can be tied to a specific skill, many of these rolls are just a d6 or a d12, but a die is still being rolled. </p><p> </p><p>One idea I had recently is to port my Heat mechanic from running magitech in Eberron into relationships. So, a relationship would have a Strain Die and an amount of current Strain, and you roll it every time you call upon that relationship. If you roll the current Strain or lower, the relationship gains 1 Strain. Eg, a basic contact might have d4 Strain, starting at 1. You call in a favor from them, with no immediate favor to give in return, so you roll a d4. If it comes up 1, the Strain increases to 2, otherwise it stays at 1. Next time you call upon them, if you’ve done nothing to repair the relationship, you increase strain on a 1 or 2.</p><p></p><p>Relationships can range from d4 to d12, probably. I’ll run some simulations in anydice and compare this scale vs “increasing numbers of d6s”, though. </p><p> </p><p> Anyway, the main thing I’m surprised at how similar I’ve come around to wrecan’s ideas is simply the idea of having mechanics for interludes, thinking about knowledge and research differently than adventuring, and thinking about travel differently from adventuring.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8401150, member: 6704184"] IMO/IME most players [I]enjoy[/I] rolling dice, even when they aren’t there to determine whether a thing succeeds, or the scenario doesn’t involve any real risk. For an interlude, my thought is to use dice to determine some of the details and consequences of what the PCs are doing, things like how long a thing takes (and thus whether they can finish it now or must come back to it), how NPCs react to a thing (like whether you strain a relationship with a contact by calling in a favor from them), etc. Since my game uses dice pools and not everything can be tied to a specific skill, many of these rolls are just a d6 or a d12, but a die is still being rolled. One idea I had recently is to port my Heat mechanic from running magitech in Eberron into relationships. So, a relationship would have a Strain Die and an amount of current Strain, and you roll it every time you call upon that relationship. If you roll the current Strain or lower, the relationship gains 1 Strain. Eg, a basic contact might have d4 Strain, starting at 1. You call in a favor from them, with no immediate favor to give in return, so you roll a d4. If it comes up 1, the Strain increases to 2, otherwise it stays at 1. Next time you call upon them, if you’ve done nothing to repair the relationship, you increase strain on a 1 or 2. Relationships can range from d4 to d12, probably. I’ll run some simulations in anydice and compare this scale vs “increasing numbers of d6s”, though. Anyway, the main thing I’m surprised at how similar I’ve come around to wrecan’s ideas is simply the idea of having mechanics for interludes, thinking about knowledge and research differently than adventuring, and thinking about travel differently from adventuring. [/QUOTE]
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Weekly Wrecana : The Three Pilasters of D&D 4 parts
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