User Tools

Site Tools


player_s_guide_appendix_b

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
player_s_guide_appendix_b [2019/01/21 14:18]
triptycho [Character Bonuses]
player_s_guide_appendix_b [2019/05/01 10:00] (current)
triptycho [Deckless NPCs]
Line 9: Line 9:
 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. 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
   * +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.
  
-In combat scenarios, a deckless character with 2 weapons ​equipped may spend 3 Skill Points to play an Action from each of them during the Action Phase. This option is strictly limited to 2 weapons; a third Action from yet another weapon can't be played, tools and implements are not viable options, etc.+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 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.+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 a 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.
  
-Effects that require an entity with Skill Points to discard a card instead decreases ​Skill Points by an equal amount (to a minimum of 0).+Effects that require an entity with Tactical ​Points to discard a card instead decreases ​Tactical ​Points by an equal amount (to a minimum of 0).
  
-Changes to hand limits ​instead change a 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.+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.
  
-Entities that are [[player_s_guide_appendix_a|Confused]] cannot spend Skill Points, ​and entities ​that are Muddled cannot recover Skill Points.+[[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 =====
  
-Mini-boss and boss rank [[adversary|adversaries]] and [[opponent|opponents]] normally draw cards. If the DM lacks cards or doesn'​t want to use them, use these rules to boost these NPCs instead+Mini-boss and boss rank [[adversary|Adversaries]] and [[opponent|Opponents]] normally draw cards. If the DM lacks cards or doesn'​t want to use them, use these rules to boost these NPCs instead.
- +
-=== Turn Sequence === +
- +
-Deckless NPCs do not draw cards in their Draw Phase or discard cards in their Discard Phase. They still have all four turn phases to account for things such as resolving effects. Deckless NPCs cannot spend their Strategy Phase to attempt to draw a card.+
  
 === Draw & Discard Effects === === Draw & Discard Effects ===
  
-If a deckless NPC that is not [[Player'​s Guide Appendix A|Confused]] or defeated is subject to an effect that allows it to draw a card, it may instead play an available Strategy, including performing a Block, swapping Gear, attempting to escape while Grabbed, and any other activity that can normally be performed in the Strategy Phase. ​The Dazed condition ​still prevents playing Strategy entries, but the other options remain available.+If a deckless NPC that is not defeated ​or otherwise blocked from drawing cards (by some effect) ​is subject to an effect that allows it to draw a card, it may instead play an available Strategy, including performing a Block, swapping Gear, attempting to escape while Grabbed, and any other activity that can normally be performed in the Strategy Phase. ​Effects that prevent playing Strategies ​still apply those restrictions.
  
-If the effect allows for drawing more than one card, each card after the first can be converted into HP or WP as appropriate. Each card after the first is worth half the NPC's level, rounded up, in recovery. This effect does not apply if the NPC is Confused or defeated.+If the effect allows for drawing more than one card, each card after the first can be converted into HP or WP as appropriate. Each card after the first is worth half the NPC's level, rounded up, in recovery. This effect does not apply if the NPC is defeated.
  
 If a deckless NPC is subject to an effect that requires them to discard a card to either avoid or gain some other effect, it may choose to take damage equal to half its level, rounded up, per card that should be discarded. If there is no effect listed in the case of not discarding, the NPC must take the damage. If a deckless NPC is subject to an effect that requires them to discard a card to either avoid or gain some other effect, it may choose to take damage equal to half its level, rounded up, per card that should be discarded. If there is no effect listed in the case of not discarding, the NPC must take the damage.
Line 69: Line 65:
 Bosses normally come with additional cards that complement their design. These are often integral to their function. The DM should devise new abilities custom to each boss to replace the lost cards. If this is not feasible, it's best to avoid using the boss. Boss entries in the online Analects include suggestions for deckless use. Bosses normally come with additional cards that complement their design. These are often integral to their function. The DM should devise new abilities custom to each boss to replace the lost cards. If this is not feasible, it's best to avoid using the boss. Boss entries in the online Analects include suggestions for deckless use.
  
-=== Conditions ​=== +=== Stat Tracks ​===
- +
-A deckless mini-boss that is Confused cannot play its bonus second Action on its turn regardless of the dice roll.+
  
-A deckless ​mini-boss that is Muddled rolls 1d4 instead of 1d6 to attempt ​to play two Actions ​on its turn (provided it is not also Confused).+Deckless ​mini-bosses at -2 Mind roll 1d4 instead of 1d6 to try to gain a second Action ​on their turn. Deckless mini-bosses at -4 Power or -4 Mind cannot roll dice to attempt to gain an extra attack.
  
-A deckless boss that is Confused or Muddled should have unique penalties depending on how the DM has tweaked the boss to function without cards.+In all other circumstances,​ apply the effects reserved for mooks and regulars ​to deckless mini-bosses and bosses.
player_s_guide_appendix_b.1548109128.txt.gz · Last modified: 2019/01/21 14:18 by triptycho