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dm_s_guide_chapter_3 [2019/01/02 09:02]
triptycho [Improvisation]
dm_s_guide_chapter_3 [2019/01/07 07:48]
triptycho [Improvised Reactions]
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 __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 a card played from their hand that lacks the Returning property, increase the Hit and Damage dice levels by 1 (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 either the Hit or Damage dice level by 1. Don't apply this modifier for something mundane like a PC trying to aim for a weak spot with their weapon; it's assumed that their highly-capable PC hero is generally doing such things every time they attack. Save this for specific unique ideas (and even then, avoid also applying the Clever modifier). +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 a card played from their hand that lacks the Returning property, increase the Hit and Damage dice levels by 1 (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 either the Hit or Damage dice level by 1. Don't apply this modifier for something mundane like a PC trying to aim for a weak spot with their weapon; it's assumed that their highly-capable PC hero is generally doing such things every time they attack. Save 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 Actions).
- +
-__Deckless__\\ +
-If the PC is decklessimprovised Actions ​should be more effective. Increase either the Hit or Damage dice level by 1.+
  
 __Accurate__\\ __Accurate__\\
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 Why limit its use in this manner? Because the whole point of Improvised Actions is to give players the opportunity to do something cool and unexpected that fits the scene in an exciting and narratively-appropriate way. If an improvisation starts becoming a typical activity, it might be best to have the player start using a card for it instead. For instance, if a player has great luck improvising a Molotov cocktail in a situation like the one described above and starts wanting to use that as a main method of attacking in combat, you should switch from Improvised Actions to something more standard. Direct them to [[analects_book_1_chapter_9#​alchemical_fire|Alchemical Fire]] (or make a cheaper custom version based off the [[analects_book_1_chapter_9#​volatile_vial|Volatile Vial]]). Or, have them include the Throw Stone card in their decks and reflavor it appropriately,​ giving it typed Fire damage instead when played. Why limit its use in this manner? Because the whole point of Improvised Actions is to give players the opportunity to do something cool and unexpected that fits the scene in an exciting and narratively-appropriate way. If an improvisation starts becoming a typical activity, it might be best to have the player start using a card for it instead. For instance, if a player has great luck improvising a Molotov cocktail in a situation like the one described above and starts wanting to use that as a main method of attacking in combat, you should switch from Improvised Actions to something more standard. Direct them to [[analects_book_1_chapter_9#​alchemical_fire|Alchemical Fire]] (or make a cheaper custom version based off the [[analects_book_1_chapter_9#​volatile_vial|Volatile Vial]]). Or, have them include the Throw Stone card in their decks and reflavor it appropriately,​ giving it typed Fire damage instead when played.
  
-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 a scenario together quickly, or a player comes up with something not predicted with the scenario setup, use 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 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 a scenario together quickly, or a player comes up with something not predicted with the scenario setup, use the following table and rules to craft an appropriate Improvised Reaction. When using this table, select //either// the Miss or Defense entry, not both.
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 __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 a 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 fight. Save this for specific unique ideas (and even then, avoid also applying the Clever modifier). +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 a 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 fight. Save 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).
- +
-__Deckless__\\ +
-If the PC is decklessimprovised Reactions ​should be more effective. Increase the chosen entry'​s dice level by 1.+
  
 __Defensive Options__\\ __Defensive Options__\\
dm_s_guide_chapter_3.txt · Last modified: 2019/05/01 12:58 by triptycho