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dm_s_guide_chapter_3 [2019/05/01 12:47]
triptycho [Improvisation]
dm_s_guide_chapter_3 [2019/05/01 12:58] (current)
triptycho [Improvised Reactions]
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 Remember that Improvised Actions are always performed with your explicit permission, and you have the final say in what modifiers apply. Make rulings to ensure that Improvised Actions add to the excitement of the scene and encourage out-of-the-box thinking by applying modifiers appropriately,​ but don't allow players to use them uncreatively to gain an inappropriate power advantage. The balance can be delicate with certain groups of players, so don't be afraid to make changes in your rulings as you proceed through a campaign. Above all else, Improvised Actions are situational,​ so the same basic plan doesn'​t have to result in the same defined Action from scenario to scenario or even from turn to turn. Remember that Improvised Actions are always performed with your explicit permission, and you have the final say in what modifiers apply. Make rulings to ensure that Improvised Actions add to the excitement of the scene and encourage out-of-the-box thinking by applying modifiers appropriately,​ but don't allow players to use them uncreatively to gain an inappropriate power advantage. The balance can be delicate with certain groups of players, so don't be afraid to make changes in your rulings as you proceed through a campaign. Above all else, Improvised Actions are situational,​ so the same basic plan doesn'​t have to result in the same defined Action from scenario to scenario or even from turn to turn.
 ==== Improvised Reactions ==== ==== Improvised Reactions ====
-Improvised Reactions should be quite rare. In most cases they'​ll ​involve terrain features, and these should tend toward having custom Reactions or other defensive effects listed. However, if you're putting ​scenario together quickly, ​or a player comes up with something not predicted with the scenario setupuse the following table and rules to craft an appropriate Improvised Reaction. When using this table, select //either// the Miss or Defense entry, not both.+Improvised Reactions ​apply almost exclusively to combat scenarios. Essentially,​ they involve finding novel and situational ways to temporarily boost the base Reaction. Because these are straight bonuses, these should be used very rarely so your players aren't constantly fishing for bonuses by trying random stuff. In most cases, you'​ll ​want to predetermine ​these bonuses in your scenario layoutbut if you missed ​cool idea or find yourself ad-libbing, this list of modifiers can help.
  
-^  Level  ^  Miss  ^  Defense ​ ^ +Since there'​s no table here, these modifiers affect the dice levels of the base Reaction'​s entries.
-^  1  |  1d6  |  1d2  | +
-^  2  |  1d8  |  1d4  | +
-^  3  |  1d10  |  1d4  | +
-^  4  |  1d10  |  1d6  | +
-^  5  |  1d12  |  1d8  | +
-^  6  |  2d6  |  1d8  | +
-^  7  |  2d6  |  1d10  | +
-^  8  |  2d8  |  1d10  | +
-^  9  |  2d8  |  1d12  | +
-^  10  |  2d10  |  1d12  |+
  
 === Modifiers === === Modifiers ===
-__Repeatable__\\ +__One-time__\\ 
-The table values assume single-use Reactions, such as ducking behind ​destructable terrain features. If the Reaction can be repeated endlesslydecrease ​the chosen entry'​s ​dice level by 1.+If the player figures out a way to boost defenses that only works once, such as making use of destructable ​objects or terrain features, ​increase ​the Miss or Defense ​dice level by 1.
  
 __Clever__\\ __Clever__\\
-If a player comes up with a particularly clever idea, you may want to reward this by making ​the improvised ​Reaction even better. Increase the chosen entry'​s ​dice level by 1. Use this more often if you want to encourage more improvisation,​ but use it sparingly if you want to make sure the players stay focused on their deck composition and Gear choices.+If a player comes up with a particularly clever idea, you may want to reward this by making ​their base Reaction even better. Increase the Miss or Defense ​dice level by 1. Use this more often if you want to encourage more improvisation,​ but use it sparingly if you want to make sure the players stay focused on their deck composition and Gear choices.
  
 __Card Play__\\ __Card Play__\\
-Sometimes players might try to improvise a particular card they want to play, using it in some manner other than the standard or expected method. Take care in allowing this, but when it makes sense, go for it. If the PC improvises with card played from their hand that lacks the Returning property, increase the chosen entry'​s dice level by 2 (but don't use the effects on the card). If the improvisation ​is done with equipped Gear or a card with the Returning property, increase the chosen entry'​s dice level by 1. Don't apply this modifier for something mundane like a player trying ​to fight from just out of the enemy'​s reach; it's assumed that their highly-capable PC hero is generally doing such things every time they fightSave this for specific unique ideas (and even then, avoid also applying ​the Clever modifier). This modifier is not available to deckless characters (though they may still spend Skill Points to boost improvised Reactions). +Sometimes players might try to improvise a particular card they want to play, using it in some manner other than the standard or expected method. Take care in allowing this, but when it makes sense, go for it. Only give bonus if this improvisation ​involves discarding ​a cardthe PC is already assumed ​to be making their best use of equipped GearIncrease ​the Miss or Defense dice level by 1.
- +
-__Defensive Options__\\ +
-Some improvised Reactions should include both a Miss and Defense ​entry. For these, apply both, but decrease the dice levels of each by 1.+
  
 __Sturdy__\\ __Sturdy__\\
 The use of especially sturdy terrain features as defenses may make it difficult even for penetrating attacks to work at full effectiveness. Decrease the Defense dice level by 1, but decrease any Piercing property on the target'​s Action by 2. The use of especially sturdy terrain features as defenses may make it difficult even for penetrating attacks to work at full effectiveness. Decrease the Defense dice level by 1, but decrease any Piercing property on the target'​s Action by 2.
- 
-__Limited Application__\\ 
-Some Reactions can only be played against Actions that have or lack certain properties, such as ranged or Area Attacks, or even typed Damage. For such improvised Reactions, increase the chosen dice level by 1. This is most likely to occur together with the Repeatable modifier with respect to specific (and generally unique) terrain features. You'll usually want to provide specific write-ups for terrain effects and Reactions prior to combat, but if you're having to craft scenarios on-the-fly or are caught off-guard by player ideas, this is a sufficient replacement. 
  
 __Counter__\\ __Counter__\\
-Some Reactions may prove to be potentially dangerous to the attacker. In this case, you could add Damage entry equivalent to the Defense column in the table, then decrease ​the chosen entry'​s dice level by 1. If the counter needs to be more elaborate, craft an appropriate ​improvised ​Action and add a Special entry to the Reaction that permits its use after the Action is resolved.+A player might come up with a situational way to punish an attacker, such as by using terrain features or nearby objects. In this case, you could add the Damage entry from the Improvised Action row of the appropriate ​level (applying any further modifiers as needed). If the counter needs to be more elaborate, craft an appropriate ​Improvised ​Action and add a Special entry to the Reaction that permits its use after the Action is resolved. This can be rather powerful, so you might require the PC to invest some resources on their turn preparing their counter, such as spending a Strategy.
  
 Next: [[dm_s_guide_chapter_4|Chapter 4: Building Scenarios]] Next: [[dm_s_guide_chapter_4|Chapter 4: Building Scenarios]]
dm_s_guide_chapter_3.txt · Last modified: 2019/05/01 12:58 by triptycho