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Post by geordieracer on Mar 9, 2013 4:04:00 GMT -5
I've got the Novus rpg and Apocalypse World spinning in my head.
Instead of a binary 'succeed or fail' system, with only a 'critical success equals max damage', how about critical success giving you extra Options e.g a combination strike, affecting an extra opponent, or second wind (restore 1 EN) - and critical failure giving greater Complications ?
You could negotiate outcomes between player and referee. What outcome would be fun/challenging/dramatic/cool ?
The bard sings to attract the princess to him - player rolls a crit success - which could mean the princess is totally smitten with him, or that her handmaiden is attracted to him too.
The swashbuckler crit fumbles - has she dropped her weapon, or been knocked over, or enemy reinforcements could arrive next Turn.
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Post by geordieracer on Mar 10, 2013 14:59:01 GMT -5
My group felt the long combat boons list was a bit repetitive. We treated it as guidelines and negotiated outcomes instead, which took longer at first. The thing they liked best was that the player chooses which boon to employ, so it had a tactical swashbuckling component. Off the top of my head, I'd simplify it for HOW and only use it for Crits e.g boons - max damage (all options below do normal damage) - second wind - bonus to ally's next roll (you inspired them) - you distract enemy spellcaster ( IQ minus 1d3 for next spell cast) or fighter (+1DRM to hit your ally) - disarm opponent - you now have their weapon ! - multiple strike with same weapon or improvised object** (frying pan), as if dual wielding (may chose to hit another opponent) ** for Jackie Chan-style shenanigans, using the environment to the player's advantage!
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Post by ewookie on Mar 10, 2013 20:02:29 GMT -5
i like how the snag/boon points resemble XP
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Post by geordieracer on Mar 11, 2013 3:42:10 GMT -5
I suppose I prefer to keep the options as a result of crits rather that frontloading them as XP choices. Less complexity, and without the resultant long-term character advancement disparity.
The cascading layers of combat styles/skills/snags and boons was one of the things that buries Novus for my group, so I'd want to avoid that.
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Post by ewookie on Mar 11, 2013 9:57:19 GMT -5
I suppose I prefer to keep the options as a result of crits rather that frontloading them as XP choices. Less complexity, and without the resultant long-term character advancement disparity. The cascading layers of combat styles/skills/snags and boons was one of the things that buries Novus for my group, so I'd want to avoid that. at first, i thought those sentences contradicted each other. then i realized you are speaking for yourself in the first sentence and for your group in the second sentence. using XP seems less complicated to me and there's lots of room for tweaking the cost so that it doesn't cause long-term character advancement disparity. on the other hand, i like the way it makes players make a choice: immediate benefit vs. long-term benefit. they must choose wisely.
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Post by ewookie on Mar 12, 2013 0:18:05 GMT -5
not trying to be insistent, incessant, or annoying with the XP thing. just throwing more ideas into the stew-pot...
i just realized you could award/subtract XP for those critical rolls, then use the XP to fund feats/stunts/boons/whatever...
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Post by ewookie on Mar 12, 2013 11:22:43 GMT -5
my apologies. i just re-read this entire thread and see something so obvious...i don't know how i missed it the first time. you guys aren't trying to create some sort of BP-system. you're trying to avoid it. if i understand the following correctly, i like it! ...and would prefer this. my understanding (now), if you roll a crit, pick/negotiate one of these special effects/events with your GM. that _is_ better than fooling with XP. My group felt the long combat boons list was a bit repetitive. We treated it as guidelines and negotiated outcomes instead, which took longer at first. The thing they liked best was that the player chooses which boon to employ, so it had a tactical swashbuckling component. Off the top of my head, I'd simplify it for HOW and only use it for Crits e.g boons - max damage (all options below do normal damage) - second wind - bonus to ally's next roll (you inspired them) - you distract enemy spellcaster ( IQ minus 1d3 for next spell cast) or fighter (+1DRM to hit your ally) - disarm opponent - you now have their weapon ! - multiple strike with same weapon or improvised object** (frying pan), as if dual wielding (may chose to hit another opponent) ** for Jackie Chan-style shenanigans, using the environment to the player's advantage!
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Post by geordieracer on Mar 13, 2013 14:35:19 GMT -5
not trying to be insistent, incessant, or annoying with the XP thing. just throwing more ideas into the stew-pot... I welcome every contribution, it all helps
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