Sunday, October 14, 2007

I plotted against Errol Flynn, but Mark finally killed him for me.

Lisa, Mark, Andy, and I were sitting about, talking about gaming the other night. We were specifically there to talk about TBZ, but you know how gaming minds wander.

So we ended up sparing a few minues for the Hack. I mentioned how I had a half-made fix in mind. I laid it out for Mark & Andy, and about two seconds later Mark fixed it so that it's awesome. Check it out:

First, what the tokens do.
The single "Spotlight Token" is out. In it's place are an unlimited number of tokens. Let's call them "Awesome Tokens" for now. Or "ATs". You'll start out any particular combat with zero ATs. If you have any tokens when you make an attack roll (successful or not) you may use the tokens to accentuate that roll. Each token may be used as a +2 to hit modifier or a +1 damage modifier.

For example: Say you need a 16 to hit (Uber Armor), but you only rolled a 13. You could use two tokens to boost your roll to a 17. Now you've hit. If you had any more tokens left over, you could then use them to increase your damage. Not that you need to roll under your target number to use tokens. Say you roll a 20. You've already got the Face Die bonus, and you've definately hit. You can use those two ATs to gain a +2 damage bonus instead of needing them to hit.

Did I make that more confusing than it needed to be?

How do you get these Tokens of Awesomeness?
This is the part that Mark made awesome. Roll 1d12 + [Attribute] against the AC chart (yes, the AC chart). If you hit the lowest number (8) you get 1 token. If you hit the next number up (10) you get two tokens. So on & so forth 'till you could theoretically get 5 tokens for rolling a 16. Naturally, you'd need at least a +4 modifier to your attribute to get that awesome roll, but hey, these tokens are pretty damned cool.

Also: If you manage to roll 7 or lower, you don't get any tokens at all. In fact, the monster (or one of the monsters) gets one instead. Whatever you were trying to do, you did it so badly that you gave your advantage away.

Also: When you earn tokens, you don't have to keep them for yourself. You can give them to other players.

Loose ends
There's two issues I haven't resolved yet.

1. What narration or fiction should this roll support? Crazy stunts? Out-maneuvering the monsters? Something cool and easy to narrate, I would hope.

2. What attribute should be tied to the roll. I definately want a specific one tied to it every roll. That's kinda important to me. But I don't know what that attribute should be. Daring? Wits? Something else entirely? I dunno. But I'm sure it'll be tightly tied to the first issue.

C. What to call the tokens & the associated action? Because "Awesome Tokens" isn't awesome enough. Or, at least, it's not really awesome color.

1 comment:

Mark Causey said...

Shock and Awe(some)
Just when your opponents are getting into a groove, just before they figure out your strategy, just before their momentum builds to a crescendo, you shock the system and awe them with your might, bravado, foresight, or just plain ballsiness.

Describe an action that shakes things up, turns the tide of battle, or is just plain a crazy stunt. Been using your preferred weapon for the arena the entire time? Sheathe it. Silence has been your cloak? Break out the only minotaur you know with a yo momma joke. Pegging your enemy from afar with arrows? Release a volley that covers the sun.

Oh, and how to make multiple player strategy? Once you have your description, but before your roll, have the next player continue your description with their actions as they support your Shock and Awe. Every player that can build on the Shock and Awe in a meaningful way (aka, the Shock and Awe ends when a lame description is made) gets the same amount of tokens that you did! Wherever the description circle ends is the monsters' new initiative.

That was damn wordy and probably won't work. But that was my first mental image.