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Author Topic: GM Cheat-sheet  (Read 1292 times)
Leviathan
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« on: October 07, 2012, 09:08:11 PM »

So, my game starts in a week and a half, and we did a very brief combat introduction of our mistborn vs a young Koloss.
... I definitely need a GM cheat sheet so that I remember what's supposed to happen, what dice logically opposes what, etc.

Does anyone already have such a thing? And if not, what things would people suggest adding to it?

Things I know I need to include:
* Step by step combat rounds:
 - Forming dice pools
 - Adding Complications due to failed rolls
 - Adding Burdens due to damage

* What dice go into Defense dice etc (eg we found it a bit odd that if the Mistborn coinshots at something, they get far less dice, and so far less chance to defend, than they would if they tried to punch something)
* Standard tests (what opposes what)
* Checking what is a contest vs what is a conflict during a combat
* Basics of Standings tests

From that little playtest that's what I know I'll need a handy sheet for. Any other suggestions?
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Crafty_Pat
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« Reply #1 on: October 08, 2012, 12:43:15 AM »

I take it the breakdown at the end of the book isn't enough? It's stripped down, of course.
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Patrick Kapera
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Leviathan
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« Reply #2 on: October 08, 2012, 11:16:57 PM »

Which I somehow had not noticed. Go me!

I'll make use of that next time Smiley
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Crafty_Pat
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« Reply #3 on: October 09, 2012, 01:17:49 AM »

Which I somehow had not noticed. Go me!

I'll make use of that next time Smiley

Glad it'll be helpful!
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Patrick Kapera
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