Musing about a grimdark fantasy hack…
Wondering specifically whether increasing the number of actions beyond 12 would break anything?
I’m thinking of using 16 actions, tied to 4 attributes (Vigour, Dexterity, Willpower, Intuition).
Thoughts?
Musing about a grimdark fantasy hack…
Musing about a grimdark fantasy hack…
Wondering specifically whether increasing the number of actions beyond 12 would break anything?
I’m thinking of using 16 actions, tied to 4 attributes (Vigour, Dexterity, Willpower, Intuition).
Thoughts?
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If you still reduce stress via lowest attribute, it will be harder to effectively indulge vices for a longer stretch of gameplay. You might think about adjusting the action XP tracks slightly as well. Maybe from 6 to 5?
funny you just posted this. My hack above is basically that:
drive.google.com – Kingmaker – Google Drive
I’m wondering your thought process behind an additional 4 actions? I found replacing Attune with March put me right about where I wanted it.
Adam Schwaninger Thanks for the input. I’m thinking of changing how vice works, as well, so this wouldn’t be such a problem. Also, good shout on the action XP tracks. Seems like these are very minor problems.
Richard McNutt I actually want to keep magic, so (a renamed) Attune will stay. There are a few actions that don’t really fit in with the Doskvol setting, but which I would want for mine. For example, handling vehicles (boats, ships, carriages, etc) and handling animals (esp horses).
Also, one of my players is balking a little at the system, as the attributes and actions are (to his eyes) too vague. This got me thinking… By renaming the attributes and the actions (and adding a few more in), I think I can make the core Attributes and Actions look more familiar to expereinced roleplayers – without breaking the system.
I see. As long as you deal with that vice/stress issue somehow, I can’t see that it would break the game. I can see the vagueness issue. Personally, I consider it a feature (its cool to me that one could use Skirmish in a Duel, or Finesse in a Melee, but that the choice of action changes the fictional positioning). I think making the actions more specific would change that dynamic, and subtly adjust how the game feels in play. Something to consider. Another potential issue is that, as you narrow the utility of a specific action, it will reduce the utility of special abilities that specify that action.