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Author Topic: Group Characters and Extra control  (Read 727 times)
Jr. Agent
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« on: February 04, 2012, 01:14:41 PM »

I have observed that there is no clear idea how to handle numerous Extras acting as one. Therefore, I propose the following rules emendation:

1. You are allowed to create "group characters" equal to X number of extras.

2. These group characters act as one unit. They gain Action Dice in the regular manner...

3. But they gain bonus dice depending on how many there are (say just for the example's sake that X extras acting as one gain X-1 bonus dice for acting as a group).

4. For every point of damage a group character takes, one member of the group is defeated and bonus dice are adjusted accordingly. Group characters do not gain burdens.

5. I would also propose that the maximum number of units in a group character be fixed at, say, 20 (only so many characters can concentrate on a specific task without getting in each others way.)
Bill Whitmore
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« Reply #1 on: February 04, 2012, 05:24:57 PM »

I would limit the groups to 10 at most, which would add 9 dice per the system above.  In general, I would likely not create a group size whose normal roll would exceed 10 dice.

If I had 10 guards with a 6 Physique, I would be hesitant to put them in groups larger than 5, which would give them 10 dice.  At that point, I would rather have 2 group of 5 guards than 1 group of 10.

Don't follow your passion.  Take it with you.

Jr. Agent
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« Reply #2 on: February 05, 2012, 03:23:55 PM »

Your right as Narrator!

But it does seem reasonable that a dozen or so soldiers might be a match for your average Thug.
Jr. Agent
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« Reply #3 on: February 05, 2012, 06:31:41 PM »

There actually are specific rules for groups of Extras in the PDF, actually, and I've collected them below.

Quote from: Page 171
You may recall that characters can act together in a Contest, using the best
of their Results (see page 157). This is also possible in a Conflict and itís recommended
for Extras, whose actions arenít supposed to frequently turn the tide.

Quote from: Page 172
Without surprise, Extras in groups tend to telegraph their actions and rarely
get the drop on Heroes and Villains. When a group of Extras includes characters
with different Wits scores, the group declares based on the lowest Wits among

Quote from: Page 188
Some large-scale Conflicts, like the Siege of Luthadel or Vinís raid on House
Hasting, can quickly bog down if you keep track of every character involved. In
these cases you can keep the pace brisk by letting Heroes and Villains attack
Extra groups instead of individuals. Each successful attack defeats 1 Extra in the
group per point of damage.

Quote from: Page 223
Mental Conflicts occasionally target multiple characters at once. When this
happens each target rolls and the best of their results is used ó just like any
group of characters working together (see page 157). Beyond a few characters
this becomes quite cumbersome, however, and in these cases we recommend
rolling once for everyone, awarding a free Nudge for every 10 characters in the
crowd (maximum 5 free Nudges). This should only be done with Extras, of course
ó Heroes and Villains are far too important for this treatment.
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« Reply #4 on: February 28, 2012, 04:52:46 AM »

3. But they gain bonus dice depending on how many there are (say just for the example's sake that X extras acting as one gain X-1 bonus dice for acting as a group).

Try the square root (round down):

2-3: 1 die
4-8: 2 dice
9-15: 3 dice
16-24: 4 dice
25-35: 5 dice
36-48: 6 dice
49-63: 7 dice
64-80: 8 dice
81-99: 9 dice
100 or more: 10 dice

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
Jr. Agent
Posts: 64

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« Reply #5 on: March 03, 2012, 12:13:53 PM »

I like this! Smiley
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