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| rpg:crueber-start [2024/10/06 16:13] – crueber | rpg:crueber-start [2024/10/06 16:22] (current) – crueber | ||
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| * **Lemon Law**: If less than 2 sessions in, most things are up for change about your character. After that, if you've used the mechanic more than once, it's considered permanent. | * **Lemon Law**: If less than 2 sessions in, most things are up for change about your character. After that, if you've used the mechanic more than once, it's considered permanent. | ||
| - | * **Success at a Cost**: If you roll and fail, you have the option to still succeed, | + | * **Success at a Cost**: If you are making a roll that the group considers critical, |
| + | * Lost by 5? Minor cost. Running from bad guys? exhausted for the rest of the day. | ||
| + | * Lost by 15? Major cost. Running from bad guys? Your sword belt got caught on something, and you can choose to let it get ripped off and succeed, or lose it! | ||
| * **The Rule of Cool**: Want to do something outside of the rules? As the GM, if it's cool, negotiate about making it work for you. | * **The Rule of Cool**: Want to do something outside of the rules? As the GM, if it's cool, negotiate about making it work for you. | ||
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| * **Secret Death Checks**: All death saving throws are made in secret by the GM. | * **Secret Death Checks**: All death saving throws are made in secret by the GM. | ||
| - | * **Resting**: | + | * **Resting**: |
| * **The Disengage**: | * **The Disengage**: | ||
| * **Improved Crits**: The first damage die set is maxed, and you only roll the second set. Ie, if the damage is 2d6, you get a crit, the first 2d6 is max (12), and then you roll 2d6 and add that normally. | * **Improved Crits**: The first damage die set is maxed, and you only roll the second set. Ie, if the damage is 2d6, you get a crit, the first 2d6 is max (12), and then you roll 2d6 and add that normally. | ||
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| * **Attacks of Opportunity**: | * **Attacks of Opportunity**: | ||
| - | == On the table == | + | ==== On the table ==== |
| * Grabbed Enemies Can Be Shoved in Any Direction | * Grabbed Enemies Can Be Shoved in Any Direction | ||
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| * The Escalation Die. This is from 13th Age. D6 that adds +1 each turn until maxed, and adds the number to all attacks. | * The Escalation Die. This is from 13th Age. D6 that adds +1 each turn until maxed, and adds the number to all attacks. | ||
| * Flashbacks. From Blades in the Dark. Maybe a Hit Die cost to engage in a flashback. It's not time travel, but it can retroactively allow them to do something. It helps to eliminate the planning phase. | * Flashbacks. From Blades in the Dark. Maybe a Hit Die cost to engage in a flashback. It's not time travel, but it can retroactively allow them to do something. It helps to eliminate the planning phase. | ||
| + | |||
| + | ==== Discarded ==== | ||
| + | |||
| + | * Gritty Realism or Gritty Health. Long rests cost a week, and short rests a day. This is just too difficult for most games. | ||
| + | * Vitality Points. Too much extra math. | ||
| + | * Spell Points. Too much extra math. | ||