I've got one roguelike and two roleplaying games seriously in the works. The roguelike is now displaying borders. Not much to go on there. One of the RPGs is running under the design goal of, "If I could redesign the
D&D Red Box that was given to me at Christmas, what would it be?" So far it's a combination of old-school (Strength! Intelligence!
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Mighty Thews sounds awesome! When might we get a chance to see it? I'm really curious about the mechanics...
Buddha
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Taking Damage
If you roll zero successes your Score is damaged. Put a Sweat token on that score. If there are already three Sweat tokens, don't put any more on there. You're already hurting real bad.
A damaged Score grants you one less die, no matter how many tokens of damage it contains.
When your character has one token of Damage, you (and only you, the player of that character) may decide that death is a complication.
When your character has three tokens of Damage, anyone at the table can decide that death is a complication.
Recovering DamageYou recover damage by intentionally failing a roll and taking the complication. Yes, because you're damaged, ( ... )
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Buddha
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The resolution (currently) looks like this:
0 Successes: Failure and a complication.
1 Success: Player chooses a failure with a benefit OR success with a complication.
2+ Successes: Success. Player chooses a benefit or complication.
Any time you receive a complication you also get a Sweat token. Complications and benefits are always player-provided, often by fellow players.
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