Monday, June 18, 2018

Dungeon Move

Dungeon Move

When you lead the party into dungeon, tell everyone to mark off a ration and then you roll +Cunning. On a 12+: You find good treasure; choose someone to roll for treasure and increase by a success tier. On a 10+: They get a treasure roll. On a 7-9, choose someone to search for treasure, but first choose someone to Face A Guardian. On a 6-, you must face a guardian. On a 3-, you must face a guardian alone, without help.

Face a Guardian: When you lead the group in battling a guardian of the dungeon, roll +Brawn. On a 12+, choose 4. On a 10+, choose 3. On a 7-9, choose 2. On a 6-, choose 1.
-- No one has to suffer wounds; otherwise, the MC will choose who must.
-- You gain a roll on the Treasure table; choose who gets it.
-- Choose someone to Carry forward an increase by a success tier to their next roll.
-- You do not have to face another guardian.

When you lead the group in a healing prayer, roll +Faith. On a 12+: If they died recently, they come back, with cuts or smashed bits but nothing is broken. For anyone alive, they are now AOK.
On a 10: Broken bones are turned into merely bad cuts.
On a 7-9: Bad cuts are turned into merely bruises.
On a 6-: Bruises are healed, but you have annoyed your God and cannot do so again until you atone.
On a 3-: You made it worse.

When you lead the party to search for treasure, Roll + Lore
On a 15+: You find a pouch of 10 platinum pieces, or a piece of art.
On a 12:+ You gain a platinum piece, or a pouch of 10 gold.
On a 10+: You gain a Gold piece, or a pouch of 10 silver,.
On a 7-9: You gain a silver piece, or a pouch of 10 copper.
On a 6-: You gain a copper piece, or 10 rations
On a 3-: You find a ration, more or less.

Helping
When you help others with a task in the dungeon, roll +Hx.
On a 12+: They increase by a success tier.
On a 10+: They get a +2.
On a 7-9: They get a +1.
On a 6-: Be prepared for the worst.

When you suffer wounds at the hands of a guardian, roll + Armor.
On a 12+: You are AOK. It'll hurt for a day or so.
On a 10+: It is mostly bruises, you'll be fine. It'll hurt like hell for a week, though. You can not go on in the adventure.
On a 7-9: You are cut or smashed badly. Everyday tasks will be hard for a month, and you cannot adventure for a week.
On a 6-: Broken bones, like an arm or a leg. You'll have mobility issues for a season, and cannot adventure for a month.
On a 1-3: You are dead. The MC may grant you a few final moments.

Advancement:
Whenever you use a stat, mark it. When all stats are marked, erase and take an advancement.

How this is different: It's all group oriented, still with individual decision making. Hx is important, as you can help on almost all the rolls.

There's someone organizing the group, more or less, and they are rewarded for being sneaky by not having to fght. Fighting is the bad thing, because chance of being mauled is pretty reasonable. You'll need someone to heal you if you want to continue on in the dungeon.

You'll also need rations, but those are easy to get.

Finally: There's no XP on a 6- (which I dislike), nor do we need highlighted stats.

11 comments:

  1. Opinions:

    Right now, this is a loop that outputs experience, deaths, and treasure. Which is about right in general.

    If healing prayer allows a sacrifice of treasure to get a bonus, you've got a loop with much more reversible death and less held treasure, which would be more to my own taste (not sure about yours).

    Likewise, my own tastes run to adding some kind of neutral or negative character changes - mutations, scars, taint, whatever, as another output.

    ReplyDelete
  2. Oh, and obvious change to Help that occured to me as I tried to sleep:
    Helping
    When you help others with a task in the dungeon, mark whatever stat you want, and roll +Hx.
    On a 12+: They increase by a success tier.
    On a 10+: They get a +2.
    On a 7-9: They get a +1.
    On a 6-: Be prepared for the worst.

    Which means helping people is the best way to get that box ticked off that you don't want to do.

    ReplyDelete
  3. Why is there a “gain treasure” option in Face a Guardian?

    ReplyDelete
  4. Because, Tony, sometimes guardians have treasure.

    It's emulative of what I remember from dnd: monsters often have treasure it equipment.

    ReplyDelete
  5. That's cool, Levi Kornelsen . I'll think about what I wanna do there. I do want to keep this simple.

    ReplyDelete
  6. More broadly: I want to roll Face a Guardian infinite times, please. My choices are in order:

    (1) Nobody takes damage (always)
    (2) Carry forward bonuses, if anyone still has room to do so (7+)
    (3) Gain treasure (10+, or 7+ once everyone carries forward)
    (4) Break the infinite Guardian loop if I must, but I’d certainly argue that I shouldn’t be forced to that result when I’m choosing things to benefit the party, and breaking the loop only harms us.

    ReplyDelete
  7. So that needs to have either another negative, choose one less, or be different.

    ReplyDelete
  8. Or a negative you can’t choose to avoid. Like “the person leading the fight always gets wounded. If you choose this option, then you’re the only one, otherwise your team-mates take damage too (as determined by the MC)”

    ReplyDelete
  9. Face a Guardian: When you lead the group in battling a guardian of the dungeon, first choose who takes the brunt of the damage, then roll you +Brawn. On a 12+, choose 4. On a 10+, choose 3. On a 7-9, choose 2. On a 6-, choose 1 and everyone suffers wounds.
    -- You do not have to suffer wounds; otherwise, the MC will choose who must.
    -- Instead of taking damage, you are changed; roll on the Mutation table
    -- You gain a roll on the Treasure table; choose who gets it.
    -- Choose someone to Carry forward an increase by a success tier to their next roll.
    -- You do not have to face another guardian.

    I'll see if I want to make a Mutation table. It needs to be, on average, worse than damage.

    ReplyDelete