User Tools

Site Tools


dm_s_guide_chapter_3

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
dm_s_guide_chapter_3 [2019/05/01 12:19]
triptycho [Improvisation]
dm_s_guide_chapter_3 [2019/05/01 12:58]
triptycho [Improvised Reactions]
Line 135: Line 135:
 Finally, generally avoid using improvisation with NPCs. This is a good mechanism for enhancing player storytelling options, but as the DM, you have plenty of capability without relying on this. Alter the abilities of your enemies or add specific scenario Actions and Reactions for yourself if you want to do this. Feel free to use the tables and modifiers below as a baseline for such edits (but reference them against the plays on the enemy cards). Finally, generally avoid using improvisation with NPCs. This is a good mechanism for enhancing player storytelling options, but as the DM, you have plenty of capability without relying on this. Alter the abilities of your enemies or add specific scenario Actions and Reactions for yourself if you want to do this. Feel free to use the tables and modifiers below as a baseline for such edits (but reference them against the plays on the enemy cards).
  
-**Important Note:** Some of the modifiers below increase or decrease dice levels. When the dice number is greater ​than 1, this might be too large of an effectIn these cases, you should consider going up or down a row in the table instead. For instance, you might reduce 2d6 to 1d12 instead of 2d4.+The modifiers ​listed ​below affect the table row you should pull the dice from rather ​than the more typical direct editing ​of the dice level or numberThat's to keep the curve more gentle so things don't get erratic at certain levels. Soif you apply modifier that's +1 Hit row to a level 2 Improvised Action, use the Hit entry for a level 3 Improvised Action ​instead.
  
 ==== Improvised Actions ==== ==== Improvised Actions ====
  
 ^  Level  ^  Hit  ^  Damage ​ ^ ^  Level  ^  Hit  ^  Damage ​ ^
-^  ​ ​| ​ 1d6  |  1d6  | +^  ​0*  |  1d4  ​| ​ 1d6  | 
-^  2  |  1d8  |  ​1d6  | +^  1  ​| ​ 1d6  ​| ​ 1d8  | 
-^  3  |  1d10  |  ​1d8  | +^  2  |  1d8  |  ​1d10  | 
-^  4  |  1d12  |  ​1d8  | +^  3  |  1d10  |  ​1d12  | 
-^  5  |  2d6  |  ​1d10  | +^  4  |  1d12  |  ​2d6  | 
-^  6  |  ​3d4  ​|  ​1d12  | +^  5  |  2d6  |  ​3d4  | 
-^  7  |  ​2d8  ​|  ​2d6  | +^  6  |  ​2d8  ​|  ​2d8  | 
-^  8  |  ​4d4  ​|  ​2d6  | +^  7  |  ​3d6  ​|  ​3d6  | 
-^  9  |  ​3d6  ​|  ​2d8  | +^  8  |  ​3d8  ​|  ​3d8  | 
-^  10  |  ​2d10  ​|  ​2d8  |+^  9  |  ​4d6  ​|  ​4d6  | 
 +^  10  |  ​5d6  ​|  ​5d6  | 
 +^  11*  |  6d6  |  6d6  | 
 +//* For modifiers or optional rules//
  
 === Modifiers === === Modifiers ===
 __Repeatable__\\ __Repeatable__\\
-The table values assume single-use Actions, such as knocking over a single stack of barrels. If the Action can be repeated endlessly, much like a Returning card, decrease either the Hit or Damage ​dice level by 1.+The table values assume single-use Actions, such as knocking over a single stack of barrels. If the Action can be repeated endlessly, much like a Returning card, decrease either the Hit or Damage ​row by 1.
  
 __Clever__\\ __Clever__\\
-If a player comes up with a particularly clever idea, you may want to reward this by making the improvised Action even better. Increase either the Hit or Damage ​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 the improvised Action even better. Increase either the Hit or Damage ​row 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 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|Skill Points]] to boost improvised Actions).+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 ​rows 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 ​row 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 [[tactical ​points|Tactical ​Points]] to boost improvised Actions).
  
 __Accurate__\\ __Accurate__\\
-Some improvised Actions should be particularly hard to dodge. For these, increase the Hit dice level by 1, but decrease the Damage ​dice level by 1.+Some improvised Actions should be particularly hard to dodge. For these, increase the Hit row by 1, but decrease the Damage ​row by 1.
  
 __Auto Hit__\\ __Auto Hit__\\
-Some terrain-based Actions may be impossible to dodge, much like many spells. In these cases, eliminate the Hit entry and decrease the Damage ​dice level by 1. Since the Hit entry is eliminated, any other modifiers that affect either Hit or Damage must affect Damage.+Some terrain-based Actions may be impossible to dodge, much like many spells. In these cases, eliminate the Hit entry and decrease the Damage ​row by 1. Since the Hit entry is eliminated, any other modifiers that affect either Hit or Damage must affect Damage.
  
 __Risky__\\ __Risky__\\
-Many improvised Actions are a bit of a long shot to work, but if they do it can be incredibly effective. For such Actions, decrease the Hit dice level by 1, but increase the Damage ​dice level by 1 (and consider adding Piercing 1).+Many improvised Actions are a bit of a long shot to work, but if they do it can be incredibly effective. For such Actions, decrease the Hit row by 1, but increase the Damage ​row by 1 (and consider adding Piercing 1).
  
 __Penetrating__\\ __Penetrating__\\
-Some improvised Actions can more effectively penetrate sturdy enemy defenses. For these, ​decrease either the Hit or Damage ​dice level by 1but add Piercing ​2. You may choose to give even higher Piercing values if particularly appropriate.+Some improvised Actions can more effectively penetrate sturdy enemy defenses. For these, ​add Piercing. Every 2 points of Piercing (rounded down) is worth 1 row of Hit or Damage. Since this is rounded downyou can boost effectiveness a bit by giving away Piercing ​1 or otherwise going with an odd number.
  
 __Distant__\\ __Distant__\\
-If the improvised Action gains a Range entry greater than 1, or any Reach or Thrown entry, decrease the Hit or Damage ​dice level by 1.+If the improvised Action gains a Range entry greater than 1, or any Reach or Thrown entry, decrease the Hit or Damage ​row by 1. Especially long-distance entries may give further penalties.
  
 __Area Attack__\\ __Area Attack__\\
-Clever use of terrain might result in an improvised attack against one or more entire sections. In these cases, the Action gains the Area Attack property. If the Action will affect the entity performing the Action (requiring them to play a Reaction against their own Action), no futher changes are needed. If they will not be affected, decrease the Damage ​dice level by 1.+Clever use of terrain might result in an improvised attack against one or more entire sections. In these cases, the Action gains the Area Attack property. If the Action will affect the entity performing the Action (requiring them to play a Reaction against their own Action), no futher changes are needed. If they will not be affected, decrease the Damage ​row by 1.
  
-__Condition__\\ +__Stat Track__\\ 
-You may find it reasonable to allow an improvised Action to impose a condition on targets if it's successfulIn this casethe condition ​should ​generally last until the end of the entity'​s next turn. Decrease ​the Hit or Damage ​dice level by 1.+You may find it reasonable to allow an improvised Action to boost self or ally Stat Tracks or reduce target Stat TracksEvery +/- 2 Track levels, rounded down, should ​result in decreasing ​the Hit or Damage ​row by 1. Since it's rounded down, that means +/- 1 is free if you want to give it. That (or using another odd number) a pretty good way to slightly bump the effectiveness of improvisation without edging too much on reducing the usefulness of cards.
  
 __Typed__\\ __Typed__\\
Line 186: Line 189:
  
 __Harmless__\\ __Harmless__\\
-Some improvised Actions may not actually deal any damage to affected entities. In these cases, eliminate the Damage entry (and any dice level changes from other modifiers must affect Hit). If this is used paired with something like the Condition ​modifier, increase the Hit dice level by 1. Otherwise, you may have some custom Special entry as appropriate,​ such as granting movement, opening or closing an exit, or advancing the Debate Counter toward victory.+Some improvised Actions may not actually deal any damage to affected entities. In these cases, eliminate the Damage entry (and any changes from other modifiers must affect Hit). If this is used paired with something like the Stat Track modifier, increase the Hit row by 1. Otherwise, you may have some custom Special entry as appropriate,​ such as granting movement, opening or closing an exit, or advancing the Debate Counter toward victory. In these cases, the power of that effect determines if you need to adjust Hit.
  
 === Example === === Example ===
-Let's go back to our original example of knocking over a stack of barrels. Let's say a level 1 PC is performing this Action. According to the table, this gives a baseline Hit of 1d6 and Damage of 1d6. Which modifiers are appropriate?​+Let's go back to our original example of knocking over a stack of barrels. Let's say a level 1 PC is performing this Action. According to the table, this gives a baseline Hit of 1d6 and Damage of 1d8. Which modifiers are appropriate?​
  
-Let's assume the barrels are empty. They'​re relatively easy to push over, but they won't have a huge impact. This Action isn't Repeatable unless your scenario is in a warehouse with many such stacks everywhere. If there'​s lots of barrels, you might decide that this is Accurate, but if the top stacks only have a few, it's probably not too hard to get out of the way. If the player wanted to knock them over with something like a two-handed hammer, or an //Assault// card played from hand (which is Returning), you could maybe increase the Hit dice level by 1 with the Card Play modifier. Finally, with a broad-enough stack, you might decide that this is an Area Attack against an adjacent section (Range 1), resulting in a Damage ​dice level decrease of 1.+Let's assume the barrels are empty. They'​re relatively easy to push over, but they won't have a huge impact. This Action isn't Repeatable unless your scenario is in a warehouse with many such stacks everywhere. If there'​s lots of barrels, you might decide that this is Accurate, but if the top stacks only have a few, it's probably not too hard to get out of the way. If the player wanted to knock them over with something like a two-handed hammer, or an //Assault// card played from hand (which is Returning), you could maybe increase the Hit row by 1 with the Card Play modifier. Finally, with a broad-enough stack, you might decide that this is an Area Attack against an adjacent section (Reach 1), resulting in a Damage ​row decrease of 1.
  
-Now imagine that the barrels are filled with a sand-like substance that erupts into a dust cloud once knocked over. These will be heavier, making them harder to knock over but provide a greater wallop; the Risky modifier is appropriate. We keep Range 1 and Area Attack. You could rule that the dust messes with targets'​ eyes, imposing Debilitated until the start of their next turn, so Condition ​is needed. Finally, you could call this a Clever act since the PC is knocking over barrels that can be particularly effective.+Now imagine that the barrels are filled with a sand-like substance that erupts into a dust cloud once knocked over. These will be heavier, making them harder to knock over but provide a greater wallop; the Risky modifier is appropriate. We keep Range 1 and Area Attack. You could rule that the dust messes with targets'​ eyes, giving -1 Power and -1 Resilience, so Stat Track is needed. Finally, you could call this a Clever act since the PC is knocking over barrels that can be particularly effective.
  
-To sum up these modifiers, we get -1 Hit and +1 Damage from Risky, -1 Damage from Area Attack, -1 Hit from Condition, and +1 Hit from Clever. The result is a level 1 Action with Area Attack, ​Range: 1, Hit: 1d4, Damage: ​1d6, and Special: The target ​is Debilitated until the end of its next turn.+To sum up these modifiers, we get -1 Hit and +1 Damage from Risky, -1 Damage from Area Attack, -1 Hit from Condition, and +1 Hit from Clever. The result is a level 1 Action with Area Attack, ​Reach: 1, Hit: 1d4, Damage: ​1d8, and Special: The target ​suffers -1 Power and -1 Resilience.
  
 === Usage Advice === === Usage Advice ===
-It's important to consider the relative value of Improvised Actions to Gear to give a better idea of when to allow them and how to best apply modifiers. Since these will probably be used most frequently in combat, we'll discuss considerations relative to weapons; however, similar comparisons work for expertise ​as well.+It's important to consider the relative value of Improvised Actions to Gear to give a better idea of when to allow them and how to best apply modifiers. Since these will probably be used most frequently in combat, we'll discuss considerations relative to Weapons; however, similar comparisons work for Expertise ​as well.
  
-The baseline values for a one-handed ​light weapon ​are 1d8 for both Hit and Damage. Heavy weapons ​get an additional dice level added, and two-handed ​weapons ​also add a dice level.+The baseline values for a one-handed ​Light Weapon ​are 1d8 for both Hit and Damage. Heavy Weapons ​get an additional dice level added, and two-handed ​Weapons ​also add a dice level.
  
-Comparing this to the table above, you can see that Improvised Actions are generally weak choices at levels ​and 2, though potentially effective starting at level 3. On the other hand, powerful new cards at level 3 can make weapons ​substantially more effective, and enchantments ​enter the game at level 4.+Comparing this to the table above, you can see that Improvised Actions are generally weak choices at level 1, though potentially effective starting at level 2. On the other hand, powerful new cards at level 3 can make Weapons ​substantially more effective, and Enchantments ​enter the game at level 4.
  
-Therefore, in order for a player to get much mileage out of improvisation,​ it is key to try things that would apply useful modifiers that result in an Action most beneficial for the current situation. For instance, a player faced with a high Defense opponent while wielding a weapon ​inferior against such targets may choose to improvise. A Clever, Risky, Penetrating Improvised Action might wind up being better than their weapon ​even at awkward levels, especially if they also manage to make it Typed against a foe having a relevant weakness.+Therefore, in order for a player to get much mileage out of improvisation,​ it is key to try things that would apply useful modifiers that result in an Action most beneficial for the current situation. For instance, a player faced with a high Defense opponent while wielding a Weapon ​inferior against such targets may choose to improvise. A Clever, Risky, Penetrating Improvised Action might wind up being better than their Weapon ​even at awkward levels, especially if they also manage to make it Typed against a foe having a relevant weakness.
  
-For example, consider a level 1 PC facing off against a [[analects_book_4_part_1_chapter_1#​blue_slime|Blue Slime]] while wielding a [[analects_book_1_chapter_1#​rapier|Rapier]]. The 1d6 Damage entry of the rapier ​fares poorly against the slime'​s 1d4 Defense, especially when considering the Weakened condition ​the slime'​s Reaction imposes. The PC has an [[analects_book_1_chapter_6#​oil_lantern|Oil Lantern]] equipped in their other hand. They realize the slime is weak to fire, so they come up with an idea to pour reserve lantern oil onto / around the slime and light it on fire.+For example, consider a level 1 PC facing off against a [[analects_book_4_part_1_chapter_1#​blue_slime|Blue Slime]] while wielding a [[analects_book_1_chapter_1#​short_flail|Short Flail]]. The 1d6 Damage entry of the Short Flail fares poorly against the slime'​s 1d4 Defense, especially when considering the -1 Power the slime'​s Reaction imposes ​against melee attacks. The PC has an [[analects_book_1_chapter_6#​oil_lantern|Oil Lantern]] equipped in their other hand. They realize the slime is weak to fire, so they come up with an idea to pour reserve lantern oil onto / around the slime and light it on fire.
  
-The typical level 1 Improvised Action entry isn't particularly effective against the Blue Slime without modifiers. However, in this case, you could add modifiers ​Clever, Risky, ​Penetrating,​ Repeatable, Card Play (Gear), and Typed (Fire). Here we violate our advice on not pairing Clever and Card Play because the particular Gear (lantern) was used in an unconventional manner and because this is the player'​s first time using a cool trick. This results in an Improvised Action having an extraneous Hit entry of 1d2 (because the Blue Slime'​s Reaction lacks a Miss entry) and a whopping ​Damage entry of 1d10 (Piercing 2) Fire, which boosts further to 1d12 because of the slime'​s weakness to fire. You might even judge that this doesn'​t count as a melee attack, avoiding the imposed Weakened condition. Of course, the player is hoping the Blue Slime lacks a good alternate Reaction in hand to play to avoid the ploy.+The typical level 1 Improvised Action entry isn't particularly effective against the Blue Slime without modifiers. However, in this case, you could add modifiers Penetrating,​ Repeatable, Card Play (Gear), and Typed (Fire). This results in an Improvised Action having an extraneous Hit entry of 1d4 (because the Blue Slime'​s Reaction lacks a Miss entry) and a Damage entry of 1d8 (Piercing 2) Fire, which boosts further to 1d10 because of the slime'​s weakness to fire. You could also determine that it imposes -1 Resilience on the slime as a freebie. You might even judge that this doesn'​t count as a melee attack, avoiding the -1 Power effect on the slime'​s Reaction. Of course, the player is hoping the Blue Slime lacks a good alternate Reaction in hand to play to avoid the ploy.
  
-In this case the optional negative modifier from Repeatable was applied to the Hit entry because the player didn't need accuracy against the lumbering slime. If the PC decides to try to use this trick regularly, you might apply it to the Damage entry instead. You'd also probably skip the Clever trait in most other circumstances because a trick like this really works best against this specific type of foe (and you may skip applying it to all uses after the first, both because it's really only clever when the player first comes up with the idea and because Card Play in general shouldn'​t be used with Clever). You might also require the player to spend their Strategy to set up the oil and make the Action available, further limiting its usefulness.+In this case the optional negative modifier from Repeatable was applied to the Hit entry because the player didn't need accuracy against the lumbering slime. If the PC decides to try to use this trick regularly, you might apply it to the Damage entry instead. You might also require the player to spend their Strategy to set up the oil and make the Action available, further limiting its usefulness.
  
 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.
Line 216: Line 219:
 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