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player_s_guide_appendix_b [2019/01/07 09:32]
triptycho [Appendix B: Deckless Characters]
player_s_guide_appendix_b [2019/05/01 09:51]
triptycho [Hybrids]
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 Or, perhaps you have a group of interested players who don't yet own any cards but want a sample of how the game might play, keeping in mind that the game without cards is vastly simplified, particularly at higher levels. It's not recommended to play Triptycho entirely with deckless characters above the first few levels of play, but groups who prefer fairly rules-light games with a lot of ad-lib may find this preferable. Or, perhaps you have a group of interested players who don't yet own any cards but want a sample of how the game might play, keeping in mind that the game without cards is vastly simplified, particularly at higher levels. It's not recommended to play Triptycho entirely with deckless characters above the first few levels of play, but groups who prefer fairly rules-light games with a lot of ad-lib may find this preferable.
  
-Regardless of the reason, you can use the rules in this section to run characters that don't have decks of cards to draw from. Characters still need to choose [[background|Backgrounds]] and [[role|Roles]] and equip [[gear|Gear]]. Deckless characters use variant Roles; players should check the [[analects_book_2_chapter_3|Analects]] for them instead of copying text from the standard ​role cards. ​Write this information onto paper or index cards. You may do the same for Background and Gear or use the normal game cards for these.+Regardless of the reason, you can use the rules in this section to run characters that don't have decks of cards to draw from. Characters still need to choose [[background|Backgrounds]] and [[role|Roles]] and equip [[gear|Gear]]. Deckless characters use variant Roles; players should check the [[analects_book_2_chapter_3|Analects]] for them instead of copying text from the standard ​Role cards. ​Copy this information onto paper or index cards for play. You may do the same for Background and Gear or use the normal game cards for these. You could also reference the Analects entries when you need them, such as with a mobile device, but be cautious of this slowing down the game if you have to reference too many things.
  
-Once you've learned the rules in this section, check [[analects|the Analects]] for lists of [[analects_book_2_chapter_3|deckless ​roles]] and Gear. Also, check out the rules for [[dm_s_guide_chapter_3#​improvisation|Improvisation]],​ which you'll likely make frequent use of when playing without cards.+Once you've learned the rules in this section, check [[analects|the Analects]] for lists of [[analects_book_2_chapter_3|deckless ​Roles]] and Gear. Also, check out the rules for [[dm_s_guide_chapter_3#​improvisation|Improvisation]],​ which you'll likely make frequent use of when playing without cards.
  
 ===== Deckless Characters ===== ===== Deckless Characters =====
  
-A deckless character does not have decks of cards to draw from in scenarios. Deckless ​roles and role variants have stronger abilities and/or more of them, but such characters need more assistance than just this in order to be both fun and competitive. The rules below provide a set of additional bonuses and effects, as well as instructions on how to handle clashes with the game's rules (which generally expect decks of cards to be available).+A deckless character does not have decks of cards to draw from in scenarios. Deckless ​Roles and Role variants have stronger abilities and/or more of them, but such characters need more assistance than just this in order to be both fun and competitive. The rules below provide a set of additional bonuses and effects, as well as instructions on how to handle clashes with the game's rules (which generally expect decks of cards to be available).
  
-It is important to note that a character is either deckless or not. A character cannot mix standard ​roles and deckless ​roles across different scenarios. The DM might temporarily allow this for a session or two if one player hasn't completed all their decks to keep things from bogging down, but this should only be temporary as deckless characters have an adjusted economy.+It is important to note that a character is either deckless or not. A character cannot mix standard ​Roles and deckless ​Roles across different scenarios. The DM might temporarily allow this for a session or two if one player hasn't completed all their decks to keep things from bogging down, but this should only be temporary as deckless characters have an adjusted economy.
  
 ==== Character Bonuses ==== ==== Character Bonuses ====
  
-In addition to stronger ​role abilities, all deckless characters enjoy the following benefits:+In addition to stronger ​Role abilities, all deckless characters enjoy the following benefits:
  
-  * +1 accessory ​slot +  * +1 Accessory ​slot 
-  * +1 item slot +  * +1 Item slot
-  * +1 exploration expertise ​slot+
   * +5 starting [[wealth|Wealth]],​ with by-level Wealth expectations increased by 5 across the board   * +5 starting [[wealth|Wealth]],​ with by-level Wealth expectations increased by 5 across the board
-  * Deckless characters receive [[skill points|Skill Points]] (see below)+  * Deckless characters receive [[tactical ​points|Tactical ​Points]] (see below)
  
-==== Skill Points ====+==== Tactical ​Points ====
  
-Deckless characters start each scenario with 1 Skill Point per level. So, a 3rd level deckless character begins every scenario with 3 Skill Points. This starting value is also the character'​s maximum ​Skill Point value.+Deckless characters start each scenario with 1 Tactical ​Point per level. So, a 3rd level deckless character begins every scenario with 3 Tactical ​Points. This starting value is also the character'​s maximum ​Tactical ​Point value.
  
-Upon playing an Action or Reaction, the player may choose to spend one Skill Point to increase one entry'​s dice level by 1 or three Skill Points to increase one entry'​s dice number by 1. The player may choose to spend as many Skill Points as they wish in this manner (until they run out). For instance, a player could spend 2 Skill Points to boost Hit dice levels by 2 and 4 more Skill Points to boost Damage dice number and level by 1 each, all on the same Action.+Upon playing an Action or Reaction, the player may choose to spend one Tactical ​Point to increase one entry'​s dice level by 1 or three Tactical ​Points to increase one entry'​s dice number by 1. The player may choose to spend as many Tactical ​Points as they wish in this manner (until they run out). For instance, a player could spend 2 Tactical ​Points to boost Hit dice levels by 2 and 4 more Tactical ​Points to boost Damage dice number and level by 1 each, all on the same Action.
  
-Effects that require an entity ​with Skill Points to draw a card instead increases Skill Points by an equal amount (and may go over the maximum value). This includes drawing cards during the Draw Phase and spending a Strategy to draw additional cards. However, Skill Points over the maximum are lost during the discard portion ​of the Discard Phase. At level 6 or higher, entities with Skill Points gain one additional Skill Point during the Draw Phase and one additional Skill Point when spending a Strategy to gain them.+In combat scenarios, a deckless character ​with two one-handed Gear equipped (excluding [[implement|Implements]] may spend 3 Tactical ​Points to play an Action from each of them during the Action ​Phase.
  
-Effects that require an entity with Skill Points to discard ​a card instead ​decreases Skill Points by an equal amount (to minimum ​of 0).+Effects that require an entity with Tactical ​Points to draw a card instead ​increases Tactical ​Points by an equal amount (and may go over the maximum value). This includes drawing cards during the Draw Phase and spending ​Strategy to draw additional cards. However, Tactical Points over the maximum are lost during the discard portion ​of the Discard Phase. At level 6 or higher, entities with Tactical Points gain one additional Tactical Point during the Draw Phase and one additional Tactical Point when spending a Strategy to gain them.
  
-Changes ​to hand limits instead change ​deckless character'​s Skill Point maximum value (though this does not change the entity'​s starting Skill Points ​within each scenario). This value cannot be reduced below 1 through such means, but there is no upper limit.+Effects that require an entity with Tactical Points ​to discard ​card instead decreases Tactical ​Points ​by an equal amount (to a minimum of 0).
  
-Entities that are [[player_s_guide_appendix_a|Confused]] cannot spend Skill Points, ​and entities ​that are Muddled cannot recover Skill Points.+Changes to [[hand limit|Hand Limits]] instead change a deckless character'​s Tactical Point maximum value, including their starting Tactical Points. This value cannot be reduced below 1 through such means, but there is no upper limit. 
 + 
 +[[stat track|Stat Track]] penalties or other effects that prevent certain plays from hand also prevent applying Tactical Points to such plays. For instance, if a deckless character is rendered unable to play Actions from their hand, they also cannot spend Tactical ​Points ​on Actions. On the other handStat Track bonuses ​that permit cards to return to hand under certain circumstances also refund any spent Tactical ​Points ​under those same circumstances.
  
 ==== Hybrids ==== ==== Hybrids ====
  
-Deckless characters do not gain [[hybrid|Hybrid]] benefits. Whenever a deckless character would gain any Hybrid, they instead gain +3 to their maximum HP, EP, or WP (matching the role type for the Hybrid entry).+Deckless characters do not gain [[hybrid|Hybrid]] benefits. Whenever a deckless character would gain any Hybrid, they instead gain +3 to their maximum HP, EP, or WP (matching the Role type for the Hybrid entry).
 ===== Deckless NPCs ===== ===== Deckless NPCs =====
  
player_s_guide_appendix_b.txt · Last modified: 2019/05/01 10:00 by triptycho