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What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
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<blockquote data-quote="Doctor Futurity" data-source="post: 7772095" data-attributes="member: 10738"><p>In Numenera the cyphers are bits of lost technology, one-use items which players can find and use. In Cypher System the concept extends to any set of impermanent items; a piece of relic tech in Numenera might reskin as a potion in a fantasy game or a temporary gadget in a SF setting. They can be omitted or modified as needed (see the feathers of Vurt for an example), but the idea behind cyphers is that they are items of power that players can both find and use without worrying about hoarding.....and they let the GM steer powerful but temporary effects to PCs without worrying about overall game balance.</p><p></p><p>GM Intrusions are a mechanic where the GM pays XP to a player, who then shares it with another, in exchange for an intrusive event. These events are flexible in that you can use them to reveal information for a cost, challenge the player, or make life more complicated. The player in turn can choose to refuse the XP, pay an XP to hand it back, and avoid his fate. Most players (ime) like to see what happens with GMIs, however. GMIs in Numenera/Cypher tie in to fumble and crit rolls, too....and the newest edition adds a Player Intrusion mechanic as well, although I haven't tried it out yet.</p><p></p><p>I've found the GMI adds the following elements in play: it's an easy way to hand out XP awards with a catch; it encourages the GM to think of interesting ways to make events for the the character more interesting or complicated, but it also means the player has some agency in the process. It reframes how and why complicated things happen, and encourages the GM to come up with situational scenarios that play off of the player's actions in the game in a way that lends more weight to their choices....even while being paid XP to accept those complications.</p><p></p><p>An example: a player is searching a hall for traps, and the GM knows that the traps are probably a level 3 difficulty to detect, so the player rolls and beats the target number (9 or better).but then the GM pays the players two XP and explains he may have found the trap the hard way and realizes he stepped on a pressure plate...if he lets his foot up then the trap goes off. The player can refuse the XP and pay 1 XP to say, "I got lucky and didn't put full pressure on the plate before spotting it" or he can accept the XP, hand one off to another player (maybe his buddy who will help figure out how to help him get off the pressure plate), and accept the intrusion.</p><p></p><p>Right now in most games including D&D 5E there's no mechanic like this.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 7772095, member: 10738"] In Numenera the cyphers are bits of lost technology, one-use items which players can find and use. In Cypher System the concept extends to any set of impermanent items; a piece of relic tech in Numenera might reskin as a potion in a fantasy game or a temporary gadget in a SF setting. They can be omitted or modified as needed (see the feathers of Vurt for an example), but the idea behind cyphers is that they are items of power that players can both find and use without worrying about hoarding.....and they let the GM steer powerful but temporary effects to PCs without worrying about overall game balance. GM Intrusions are a mechanic where the GM pays XP to a player, who then shares it with another, in exchange for an intrusive event. These events are flexible in that you can use them to reveal information for a cost, challenge the player, or make life more complicated. The player in turn can choose to refuse the XP, pay an XP to hand it back, and avoid his fate. Most players (ime) like to see what happens with GMIs, however. GMIs in Numenera/Cypher tie in to fumble and crit rolls, too....and the newest edition adds a Player Intrusion mechanic as well, although I haven't tried it out yet. I've found the GMI adds the following elements in play: it's an easy way to hand out XP awards with a catch; it encourages the GM to think of interesting ways to make events for the the character more interesting or complicated, but it also means the player has some agency in the process. It reframes how and why complicated things happen, and encourages the GM to come up with situational scenarios that play off of the player's actions in the game in a way that lends more weight to their choices....even while being paid XP to accept those complications. An example: a player is searching a hall for traps, and the GM knows that the traps are probably a level 3 difficulty to detect, so the player rolls and beats the target number (9 or better).but then the GM pays the players two XP and explains he may have found the trap the hard way and realizes he stepped on a pressure plate...if he lets his foot up then the trap goes off. The player can refuse the XP and pay 1 XP to say, "I got lucky and didn't put full pressure on the plate before spotting it" or he can accept the XP, hand one off to another player (maybe his buddy who will help figure out how to help him get off the pressure plate), and accept the intrusion. Right now in most games including D&D 5E there's no mechanic like this. [/QUOTE]
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