Off Topic
Sunday has been blog maintenance day. I played around with my table formatting and definition formatting. I then updated relevant pages with the necessary tags and classes. The Dwindle page is looking better, and I finally pasted in the Health and Trauma update, and swapped out the 8 original base abilities for a tight 5 that were inspired by PbtA.
Also for readability, I am going to have high level headings on the right, and minor headings on the left. This makes it better when I have minor heading soon after a major heading.
In game design news, I was writing in a scrap google dog last night, and focused on what I am now calling Base Dwindle. This will be the ruleset I use with my regular table, and is reflected in the Dwindle page on this blog.
I then did some serious thinking about Technoir, and I found just a couple of things I would change if I was to run it at my table.
Set TN
I would set a base TN for all rolls, probably a 4. Then I would adjust from here, depending on the situation. Lowly henchman? Make it a 3. Big Boss? Make it a 5. Gary the Worldeater? Make it a 6.
Player Rolls
I would have the players make all the rolls, both to apply Adjectives and to resist Adjectives. The player will roll their Skill and Push dice, and the GM will roll the Hurt dice. This will reduce the number of different colored dice needed.
Magic
As Hexnoir is not yet out, we don't really have magic for the ruleset yet. The Morenoir text sets up some good suggestions.
First the player will buy the Spell tag, to have a spell.
Then they'll have to buy the Element tag specifying the related element.
Then they'll have to buy the Base Ability tag (from the 5 I used in Dwindle)
I'll write up a better explanation of this later this week. Unfortunately, my hours will be super crazy this week, so I am not sure how often I'll be able to post. But I'll do my best!
Comments
Post a Comment