Hi, everyone!

Hi, everyone!

Hi, everyone!

My friend and I came up with an idea for the healing mechanics. I guess I would have to explain why we adjusted the system…

Well, nowadays when you heal , as I understand the system, it’s the same amount of ticks of a clock to heal just a minor injury than to heal a severe wound. You start your clock, and when it’s completed, done, you are OK to go to kick some more ass. Also, mechanically, you go from 0 to 100 when your clock its completed. One day you have penalties from your wounds and the other, when you tick that last segment, done, fresh, no matter how bad you were.

This doesn’t reflects much “process of healing” to me, it’s like black and white with no grays.

So, here is the idea:

Make the healing clock a 4 segment clock. When you fill a clock. All your damage goes down 1 level (severe to moderate, moderate to lesser, lesser heals completelly). If you fill the clock and have some ticks left, you mark those ticks in the next clock to continue your healing (if there is damage left). If you receive any damage, reset your clock.

Here is an example:

http://i.imgur.com/nEMfuHY.jpg

This way, the severe harm takes longer to heal (you need three 4-segment clocks) but the lesser heals faster, and the -1d from moderate goes away after one clock, when that damage goes down.

Also, I feel like the healing is more like a process and not something that goes from 0 to 100.

¿What do you guys think?

http://i.imgur.com/nEMfuHY.jpg

Hi!

Hi!

Hi! I was watching in YouTube the Blades in the Dark actual roleplay by John Harper and in episode 4 a question was posted on the comments section

I want to bring it here, because I think it’s a good question and I’m really interested in read the answer.

“Hey John, I’ve been watching this series in order to get a feel for how Blades functions since I’m interested in starting my own campaign with friends and I have a question relating to GMing and players.

Specifically, Stras has always been really vocal about what Oskarr [the whisper] does and describing all sorts of magic and weirdness relating to him and you’ve always played along with it. I think it’s great to encourage players to take creativity into their own hands but is there a limit? For example, the scene where Oskarr is on the roof and pulls some magic ritual off or in fight freezes ice and stabs someone with it, how do you judge what is a good level of improvisation and what starts to push the boundaries of what could break the game? Or, more importantly, how can you deal with it?”

Hey guys!

Hey guys!

Hey guys!

I runned my first session of BitD the other day and one of my players created a Hound. He asked me what can his pet do and how it affect in the mechanics. (He wanted more like a feline pet and his character was a Skovlan, so I gave him a Lynx)

¿How do you guys deal with trained pets like this?

¿Do you give them ‘stats’ like some points on prowl, hunt, skirmish…?

some examples:

1) He wanted to intimidate someone, and loose the chain of his Lynx a little bit in order to create a more intimidating effect.

2) What if he sends his Lynx to help a teammate attacking someone?

3) What if the Lynx fights on its own vs a thug? ¿what do I roll?