Tuesday, November 20, 2018

Thoughts on GEAR in RISK-engine games


Luth and i recently put out a PDF on DTRPG adding gear and supplies to 7thSea 2e but I'm still thinking about _stuff_ in games, particularly high-tech games were equipment and tools are important. However, rather than having to deal with an infinite variety of _things_ and their myriad details to track, both as a GM and as a player, I'd like to think about how to abstract that but still allow for mechanical benefits.

So I'm thinking about characters having dice pools, which characters can burn dice from during RISKS/Conflicts to add to their rolls. These dice are 'expended' because they represent one-use exploits, recharging items, or expendable goods that can have impact but limited number of uses.

Hacker exploits, for example, generally work once then the target system(s) react and cut off that vector.

Tactical combat assets represent grenades, deployable sensors and/or noisemakers, ablative armors, etc.

Other 'Pools' can exist, much like the Resources as in Larder, Armory and Stash, but they'd be smaller and more portable than as detailed in that document.

Questions that come to mind:
1. What's a resonable 'cap' for characters to have at any one time? I'm thinking Skill rank, with a bonus if you have the right Advantage. ('Ace Hacker' grants +2 dice to Hacking pool)

2. How often do these pools reset? Depends on the pool: could be after the Risk, after the Scene, after an Adventure, or after another Risk is undertaken to acquire/update/re-stock (this would be like in Larder, Armory and Stash.

Thoughts?

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