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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
WHAT IS EASY, MEDIUM AND HARD
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="Fenris-77" data-source="post: 8676153" data-attributes="member: 6993955"><p>Sure, I'll attempt a precis. The three levels of position are controlled, risky, and desperate. The three levels of effect are limited, standard, and great. The standard action in Blades is Risky/Standard and that's what the rules for everything are based on. You can improve position/effect via better equipment and skills, generally. The point of the rubric isn't precisely mechanical, although it has mechanical effects, but more as an actual rubric for adjudication. For example, every weapon has a damage number (based on standard effect) but that ranges up and down. Here's where it gets interesting though, and, more importantly, the blow back on even success with complications gets worse as your position worsens. The GM sets position and effect based on the fiction, plus skills and gear. From there the player can decide to trade position for effect (or vice versa) depending on what they are trying to accomplish (so I could change standard/risky to desperate/great, for example)</p><p></p><p>The basic mechanic is a d6 pool where you start with your skill dice, usually between 0 and 3. You can add a die via the stress mechanic or by taking a devil's bargain, which means you take a for-sure consequence in exchange for a die now. You can also get a die from help. So you're rolling something between 1 die and maybe 6 dice, with 6's as complete success and 4-5's as success with complications. The player knows what the position and effect diad is to start, and they can exchange worsening one for bettering the other if want. Usually this means worsening you position (and thus upping the cost of failure) in exchange for upping the success level. </p><p></p><p>Anyway, I really like how the mechanic gives the player some real agency while still coloring inside the lines of the fiction, if you know what I mean.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8676153, member: 6993955"] Sure, I'll attempt a precis. The three levels of position are controlled, risky, and desperate. The three levels of effect are limited, standard, and great. The standard action in Blades is Risky/Standard and that's what the rules for everything are based on. You can improve position/effect via better equipment and skills, generally. The point of the rubric isn't precisely mechanical, although it has mechanical effects, but more as an actual rubric for adjudication. For example, every weapon has a damage number (based on standard effect) but that ranges up and down. Here's where it gets interesting though, and, more importantly, the blow back on even success with complications gets worse as your position worsens. The GM sets position and effect based on the fiction, plus skills and gear. From there the player can decide to trade position for effect (or vice versa) depending on what they are trying to accomplish (so I could change standard/risky to desperate/great, for example) The basic mechanic is a d6 pool where you start with your skill dice, usually between 0 and 3. You can add a die via the stress mechanic or by taking a devil's bargain, which means you take a for-sure consequence in exchange for a die now. You can also get a die from help. So you're rolling something between 1 die and maybe 6 dice, with 6's as complete success and 4-5's as success with complications. The player knows what the position and effect diad is to start, and they can exchange worsening one for bettering the other if want. Usually this means worsening you position (and thus upping the cost of failure) in exchange for upping the success level. Anyway, I really like how the mechanic gives the player some real agency while still coloring inside the lines of the fiction, if you know what I mean. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
WHAT IS EASY, MEDIUM AND HARD
Top