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Author Topic: Less Deadly Crits  (Read 2241 times)
Morgenstern
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« Reply #60 on: September 11, 2011, 06:00:26 PM »

Nevermind being less deadly. Suddenly I get, and like, the idea of the PC's life becoming currency for temporarily spiked lethality in response to a plot event.
That's missing. There was no way to say, "I'm mad as HELL, I want 10 levels of GRUNT to fix this bastard and everyone in his zip code".
Or even conversely everyone thinks your Grunt is a moron, time to show them what military persistence (and sleep resistance) and a library card can actually discover. You might not be an academic, but you do understand doggedly hard work.

I'd actually been rolling around effects that grant you temporary levels... Hmm. 10 levels of Grunt might be a bit much, but maybe 3... and ignoring little triffles like "but I already have an expert class core ability..." Here, have another, go rock their world a little. Or using your example, "I'd like 3 levels of Keeper, to go please?" Bamm!

Hmm. 2 would probably do it in many cases.

You Bet Your Life: Once per adventure, immediately gain 2 levels (including all bonuses, skill points, vitality points and class abilities) from the class of your choice for until the end of the scene, respecting requirements but ignoring the 20 Career Level limit. Oh, you can die a real and final death until then too and the GMs gunnin' for you HARD. Have fun storming the castle! If you survive, your reputation reward for this adventure is halved (round up).
« Last Edit: September 11, 2011, 06:11:03 PM by Morgenstern » Logged

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Antilles
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« Reply #61 on: September 11, 2011, 06:34:11 PM »

Hmm... if you don't want to hand out extra levels, how about letting a player swap out class abilities for those of other classes? Even a pure Soldier would have a few abilities that aren't entirely applicable for the task at hand...
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Sletchman
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« Reply #62 on: September 11, 2011, 07:28:00 PM »

big damn hero (I've gotta check if that's been used, 'cause I want to name the overall campaign quality that Smiley)

It's the name of one of the Serenity roleplaying game's player books if that helps?  Unless you mean a name used in FC / SC?
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« Reply #63 on: September 11, 2011, 07:30:58 PM »

Not only that, it is a class of character in the Firefly/Serenity book. Greenhorn and Veteran are the two lower levels. It determines how many points you start with to build your characters. They even say it in the TV a couple of times.
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« Reply #64 on: September 11, 2011, 11:12:59 PM »

Nevermind being less deadly. Suddenly I get, and like, the idea of the PC's life becoming currency for temporarily spiked lethality in response to a plot event.
That's missing. There was no way to say, "I'm mad as HELL, I want 10 levels of GRUNT to fix this bastard and everyone in his zip code".
Or even conversely everyone thinks your Grunt is a moron, time to show them what military persistence (and sleep resistance) and a library card can actually discover. You might not be an academic, but you do understand doggedly hard work.

I'd actually been rolling around effects that grant you temporary levels... Hmm. 10 levels of Grunt might be a bit much, but maybe 3... and ignoring little triffles like "but I already have an expert class core ability..." Here, have another, go rock their world a little. Or using your example, "I'd like 3 levels of Keeper, to go please?" Bamm!

Hmm. 2 would probably do it in many cases.

You Bet Your Life: Once per adventure, immediately gain 2 levels (including all bonuses, skill points, vitality points and class abilities) from the class of your choice for until the end of the scene, respecting requirements but ignoring the 20 Career Level limit. Oh, you can die a real and final death until then too and the GMs gunnin' for you HARD. Have fun storming the castle! If you survive, your reputation reward for this adventure is halved (round up).

>=D
Hell yes I Bet My Life.
That's the way!
And indeed, I get the co-op thing. Maybe they can do Assist actions as well? Maybe look at Terminally Harmless to get an idea for the other Agents could operate while one of them is Aggro'ing Reality.
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Morgenstern
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« Reply #65 on: September 12, 2011, 08:15:37 AM »

Hmm... if you don't want to hand out extra levels, how about letting a player swap out class abilities for those of other classes? Even a pure Soldier would have a few abilities that aren't entirely applicable for the task at hand...

While I like the idea from a balance standpoint, having the game pause for deconstruction and bonus construction smells more than faintly of overlycomplex thingamajigger. That's part of why I was thinking 2 levels of a single class - that could either boost something you already are or grab the "B" ability of any class you're qualified for. The extra vitality are there mostly to make sure you actually live long enough to have a heroic demise. The extra skill points are to make it more multi-purpose for non combat scenarios where you might need that incredibile burst of investigative know-how or wild acrobatic insanity to reach the mission critical goal you just couldn't get to otherwise.

And I freehanded that example. I'd probably make it way more explicit the GM is somewhat obligated to try and kill you. No holds barred. ALWAYS actives crits kinda thing.

It's the name of one of the Serenity roleplaying game's player books if that helps?  Unless you mean a name used in FC / SC?

Mastercraft. I try to avoid duplicating game terms as it makes discussion here... messy Wink.

Its a straight (and deliberate) reference to the Firefly dialogue.
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« Reply #66 on: September 12, 2011, 11:43:09 AM »

And I freehanded that example. I'd probably make it way more explicit the GM is somewhat obligated to try and kill you. No holds barred. ALWAYS actives crits kinda thing.

Perhaps simply the ability to activate crits for one less action die against that hero?
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« Reply #67 on: September 12, 2011, 01:44:46 PM »

And I freehanded that example. I'd probably make it way more explicit the GM is somewhat obligated to try and kill you. No holds barred. ALWAYS actives crits kinda thing.

Perhaps simply the ability to activate crits for one less action die against that hero?

Or even a number of bonus action dice equal to your level?

Cheers! Cheesy
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Morgenstern
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« Reply #68 on: September 12, 2011, 08:55:35 PM »

And I freehanded that example. I'd probably make it way more explicit the GM is somewhat obligated to try and kill you. No holds barred. ALWAYS actives crits kinda thing.

Perhaps simply the ability to activate crits for one less action die against that hero?

Along those lines. Probably more to the tune of "all threats are automatically crits"

It still ties into the discussionof what crits should do, but I want it to be pretty savagely lethal - players invoking the option should expect their characters to die as a result.
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« Reply #69 on: September 12, 2011, 09:39:52 PM »

How's: The following campaign qualities apply for the duration of said scene:  Deadly Combat, Doomed Heroes, etc...
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