So, once again: players respond to context. And some of the most important context is rules. After playing multiple systems for years I have a few ideas of my own as to how to run a game. So here's the stuff I'm porting into Realms of Peril and Hearts of Wulin.
Rules for Both
What Could Go Wrong?
Whenever a player has to roll he has to ask, out loud: "What could go wrong?" Whoever wants to answer does so. The GM might grab from the ideas as he wishes.
I love this rule from Trophy. Once you get people really into it the table just erupts into silly banter and egging each other on to worse and worse ideas.
Devil’s Bargain
Whenever a player makes a roll, other players (the GM included) may pitch a bad thing that will happen, regardless of success or failure. If the rolling player accepts one of these deals his roll counts as skilled.
Part of the Realms of Peril's appeal is the skilled/unskilled system, which allows skills to have real weight. This keeps the table banter pointed and it keeps the idea of the players feeding into the game engine going, as opposed to finding out later whatever nasty things the GM may have had planned.
Flashbacks
If a player has the money for an item or could have conceivably made a plan off-screen, he may state his plan or purchase the equipment. If the plan is implausible to the GM or he couldn't have gotten the item in question to where they are in the present the GM may veto.
I. HATE. Shopping. And logistics. In RPGs. It bores me to tears. Just start the adventure and if you need something just tell me you have it and get on with it!
New Races: The Drahskin and the Hserpa
For both games here are a series of talents/moves that the Drahskin and Hserpa characters can pick, in both games.Yes, some of the talents are stolen from the Realms of Peril races, which are otherwise not allowed. Some of these abilities show up very different mechanically in either of the games.
The Drahskin
Fire Breath: May breathe fire on a nearby foe (using Strength in Realms of Peril). The attack deals D12 damage in Realms of Peril, but confers the Winded condition.
Fearless: You are immune to supernatural fear.
Iron Gut: In Realms of Peril you are skilled when resisting poison and alcohol, in Hearts of Wulin you get a free reroll on resisting poison and alcohol.
Vengeance: When hurt while fighting you either deal +1 damage and +1 AR against the perpetrator (Realms of Peril).
Whenever you lose a Duel against someone who is above your scale, you may become equal to them if you narrate a scene where you hurt those you respect and love in your Entanglements to get even (Hearts of Wulin).
Psych UP!!!!! If you spend a rest singing and reciting the chants of the drahskin everyone gets +1 HP to recovery rolls while resting and camp (Hearts of Wulin).
If you spend an appreciable amount of time singing and reciting the historic chants of the drahskin you use the Comfort and Support move, with a free reroll (Hearts of Wulin).
Greedy: You can smell gold and precious stones.
One Eye Open: You cannot be surprised because you're sleeping.
The Hserpa
Cold Features: You are always trained in deception checks (Realms of Peril). You get a free reroll when using Hearts and Minds if deception is involved (Hearts of Wulin).
Slippery Foe: You are trained in grappling and dagger attacks (Realms of Peril). Unless the situation obviously dictates otherwise you are +1 scale when using grappling and dagger styles.
Hypnotic Movement: You may make a roll to hypnotize all who can see and hear you while singing and dancing.
Parsel-Tongued: You understand all reptiles and can speak to them in their language.
Steel Trap: You cannot be mesmerized, hypnotized, or fooled by illusions.
For the Greater Good: You only need half the rations of a human.
Poison-Fanged: Your teeth now produce a venom that grants someone advantage/reroll on their next roll against the target.
Realms of Peril
You're Not Special
Everyone gets the same basic items: basic clothes, backpack, tinderbox, two days of rations, a blanket, two torches, and either a dagger or a staff.
I hate shopping. Here's your crap. You'll find better crap out in the world, I promise. Let's play!
HP as Resource
Spend 1 HP to increase your die result by one; pick up the die and change it to its new result. You may do this as many times as you desire. Yes, you can do this to get a nat 20.
There are very few things Dark Souls the RPG got right, but the one thing it stuck the best was expanding HP into a resource to control dice rolls. The dynamic is an inspired push and pull, where players have to figure out just how far they’re willing to go to get their victory. The issue is that the advancement system quickly neuters the genius, and temp Position is a bad idea, flat out.
Realms of Peril has a fantastic progression system, one which feeds a bit more control to the players as time goes on, alongside the best d20 resolution system I’ve run into. So when you take this system, which really emphasizes degrees of success and failure, and throw in being able to spend HP to affect rolls? You get something special.
Mighty Deeds of Arms
I hate "I roll, do I hit?" I hate it very much. Awhile back I wrote a thoroughly middling piece on replacing the attack roll with skill rolls. I don't think I was wrong to suggest such a thing, but Realms of Peril provides a framework that, tweaked just a bit, I can use to achieve those results. Enter the Mighty Deeds of Arms move!
Whenever you attack a creature and the GM says you may not kill it, ask why. The GM must give his list of considerations. Name how you will address one of those considerations, and roll:
16-20: You cancel one of the considerations the GM had and deal your weapon damage.
11-15: You cancel one of the considerations of the GM.
10-: The creature gets a free hit in, with the GM auto-hitting you on an attack.
Yes, if you reduce the monster to 0 HP it just dies, but now it's a lot harder to just batter it to death, and if you're not careful you could get killed yourself, which is how it should be. Keep in mind that players can spend HP to change their natural roll, so this isn't as harsh as it looks.
Deadly Strikes
This is the normal kill shot move. It's still plenty dangerous, requiring you care in setting it up, but once you're able to just line up kill shots, you should be good! Keep in mind that players can spend HP to change their natural roll, so this isn't as harsh as it looks.
Whenever you attack a creature and the GM says you may kill it, outright, roll:
16-20: It's dead, and you heal 1d4 HP!
11-15: It's dead! Congrats!
10-: You both roll for damage.
Hearts of Wulin
Screw Bell Curves!
All moves use 1d12 instead not 2d6.
If there is one thing I dislike about all PBTA, it's the insistence on using 2d6. It's a personal taste thing, and I get there's gonna be somebody going "But the bell curve is important!" Yeah, for putting me to sleep. Let's actually get some risk in, shall we?
A Wellspring of Emotion
Whenever a player fails a roll he may reroll his d12, provided he allows the GM to use a soft move. He may do this as many times as he wishes, with the GM getting a soft move every time.
Let the emotion flow!
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