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<blockquote data-quote="EditorBFG" data-source="post: 7651831" data-attributes="member: 24719"><p>To serve a very similar purpose in D&D/Pathfinder games, I adapted the Trust & Betrayal mechanics from Night's Black Agents and came up with the following system:</p><p><em>LOYALTY DICE</em></p><p><em>At the beginning of an adventure, each player allocates a number of Loyalty Dice equal to half the party size (rounded up) +1 among their allies. A Loyalty Die is a d6. They divide these dice amongst their allies, and can retain none for themselves. No player can give more than 3 Loyalty Dice to one character, but they must assign 2 or more Loyalty Dice to at least one character in order to assign them at all. Unallocated Loyalty Dice are lost until the beginning of the next adventure. At the end of each adventure, any Loyalty Dice that were assigned but not used are lost.</em></p><p><em>You can spend Loyalty Dice allocated to you at any time when both you and the character who gave you the Loyalty Dice are present. An ally may spend one Loyalty Die for any one of the following effects at a time:</em></p><p>• To roll the Loyalty Die and add the result to any die roll made by the Loyalty-giver (whether it is a d20 roll or a damage roll) before it is rolled.</p><p>• When the Loyalty-giver is healed, to roll the Loyalty die and add the result to the number of hit points the Loyalty-giver recovers</p><p>• To roll the Loyalty die and add the result to the Loyalty-giver’s AC against a single attack.</p><p>• To let the Loyalty-giver re-roll a die roll they just made.</p><p><em>In addition, an ally may spend two Loyalty Dice for the following effect:</em></p><p>• To roll a d12 and add the result to any attack roll, damage roll, or skill roll against the Loyalty-giver before or after it is rolled (this is called Betrayal)<em></em></p><p><em>The DM may ask for a quick explanation of how you helped out (“I distract Alexander’s opponent with a sudden shout” or “I lean over the thief Alexander is questioning and crack my knuckles”), or just decide that the presence of a trusted comrade encourages the Loyalty-giver’s success.</em></p><p><em>When Betrayal occurs, the character betrayed cannot spend Loyalty Dice from their betrayer for the rest of the scene. Until the next time the character betrayed gains a level, they cannot assign Loyalty Dice to any character who has previously betrayed them.</em></p></blockquote><p></p>
[QUOTE="EditorBFG, post: 7651831, member: 24719"] To serve a very similar purpose in D&D/Pathfinder games, I adapted the Trust & Betrayal mechanics from Night's Black Agents and came up with the following system: [I]LOYALTY DICE At the beginning of an adventure, each player allocates a number of Loyalty Dice equal to half the party size (rounded up) +1 among their allies. A Loyalty Die is a d6. They divide these dice amongst their allies, and can retain none for themselves. No player can give more than 3 Loyalty Dice to one character, but they must assign 2 or more Loyalty Dice to at least one character in order to assign them at all. Unallocated Loyalty Dice are lost until the beginning of the next adventure. At the end of each adventure, any Loyalty Dice that were assigned but not used are lost. You can spend Loyalty Dice allocated to you at any time when both you and the character who gave you the Loyalty Dice are present. An ally may spend one Loyalty Die for any one of the following effects at a time:[/I] • To roll the Loyalty Die and add the result to any die roll made by the Loyalty-giver (whether it is a d20 roll or a damage roll) before it is rolled. • When the Loyalty-giver is healed, to roll the Loyalty die and add the result to the number of hit points the Loyalty-giver recovers • To roll the Loyalty die and add the result to the Loyalty-giver’s AC against a single attack. • To let the Loyalty-giver re-roll a die roll they just made. [I]In addition, an ally may spend two Loyalty Dice for the following effect:[/I] • To roll a d12 and add the result to any attack roll, damage roll, or skill roll against the Loyalty-giver before or after it is rolled (this is called Betrayal)[I] The DM may ask for a quick explanation of how you helped out (“I distract Alexander’s opponent with a sudden shout” or “I lean over the thief Alexander is questioning and crack my knuckles”), or just decide that the presence of a trusted comrade encourages the Loyalty-giver’s success. When Betrayal occurs, the character betrayed cannot spend Loyalty Dice from their betrayer for the rest of the scene. Until the next time the character betrayed gains a level, they cannot assign Loyalty Dice to any character who has previously betrayed them.[/I] [/QUOTE]
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