<2y

Here's a few notes as followup to my last post about a new dice system.

  • Most costs and numbers should sit on a 1-10 scale. This includes Gambit costs. "Harm" - a very basic sort of move - should probably cost 2 points. "Defeat" is a combat-ending attack for somebody, and has a correspondingly high cost. It's a finishing move.
  • Gambits are idiosyncratic, like *W moves. Gambits can come from a character class, a race, a magic item, or even superpowers.
  • There should be uses for only a d4 roll and everything else up to the full d4/6/8/10/12 pool. Typical "Harm Mook" type rolls should be down in d4, but grow more expensive if you want to avoid counterattacks, take out packs of guys in a single action, and so forth.
  • There might be room for d20 "Limit Break" or "Desperation Attack" scenarios, where you know there's going to be excess Risk but you need to get stuff done. Players might get a limited allocation of d20s.
  • Nothing stops novice or untrained characters from rolling their full complement of Risk dice on an unlikely action. It's just very likely it'll get out of hand quickly, which is the point.
  • There's no "natural 20" or other critical hit business, but individual Gambits can have modifiers that give you some extra benefit with a corresponding cost.

Here's an example Gambit:

Defeat (10): You decisively take one target character or object out of play - killing an enemy fighter, breaking a magical artifact, and so on.
Modifiers:
* Target's level (+level).
* Wounds (+number of times the target has been Harmed).
* Quietly (+5). You finish off the target without alerting those nearby of your action. Requires stealth or some other justification (such as a fast-acting poison, Touch of Death ki move, invasive nanotechnology, etc.)
* Impressively (+10). Your move is so amazing that any nearby targets allied with the victim and under the victim's level will break and run in retreat.

#Gambits

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