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brainstorming & development / Re: Silmarillion hack
« on: February 14, 2016, 06:39:06 PM »
Here is one change:
The Battle move now subsumes both melee and missile combat, since I see no reason to differentiate them in a game that is not about tactical combat.
There are four types of enemy in combat: Horde (made up of Wretches), Foe (the leader of a group of Wretches), Villain (a named Foe), Fiend (leader of several villains and hordes, or a beast of great power)
Small hordes (3-10 wretches) have one wound, larger ones have 2-3 wounds. Foes have 1 wound, Villains have 2, and Fiends have 3. Foes can become villains if a villain falls and a foe takes its role. Characters have 5 wounds.
There is also the Defiler (Dark Lord, the Big Bad). Not designed to be faced or killed in combat.
Battle (basic move)
When you attack an enemy using a weapon, roll +Heroism.
10+ Pick two from the player's list below.
7-9 Pick one from the player's list below, and the GM picks one from her list.
6- Pick one from the GM list below.
Player's List (each may be selected more than once if the roll is 10+ and the fiction supports it)
• Cut a swathe through a horde by inflicting 1 wound on it
• Kill a Foe
• Wound a Villain or Fiend
• Find a good escape route
• Capture or knock unconscious a wretch or foe
• Drive off one point of Horde, including its Foe commander
• Learn something about your enemy
• unleash an Item Quality
GM's list
• Character takes one wound from a Villain or Fiend (soft move)
• The character takes -1 forward against a Horde or Foe
• A living wretch, foe, or villain flees the battle to report the heroes' location and status to a superior (soft move)
• Reinforcements arrive (hard move)
• The character is forced to retreat (soft move)
• The character takes one point of Despair (hard move)
• The character is captured (hard move)
• The character becomes isolated from his allies, becoming unable to accept any sort of aid including Rescue
• The battle attracts unwanted attention
The Battle move now subsumes both melee and missile combat, since I see no reason to differentiate them in a game that is not about tactical combat.
There are four types of enemy in combat: Horde (made up of Wretches), Foe (the leader of a group of Wretches), Villain (a named Foe), Fiend (leader of several villains and hordes, or a beast of great power)
Small hordes (3-10 wretches) have one wound, larger ones have 2-3 wounds. Foes have 1 wound, Villains have 2, and Fiends have 3. Foes can become villains if a villain falls and a foe takes its role. Characters have 5 wounds.
There is also the Defiler (Dark Lord, the Big Bad). Not designed to be faced or killed in combat.
Battle (basic move)
When you attack an enemy using a weapon, roll +Heroism.
10+ Pick two from the player's list below.
7-9 Pick one from the player's list below, and the GM picks one from her list.
6- Pick one from the GM list below.
Player's List (each may be selected more than once if the roll is 10+ and the fiction supports it)
• Cut a swathe through a horde by inflicting 1 wound on it
• Kill a Foe
• Wound a Villain or Fiend
• Find a good escape route
• Capture or knock unconscious a wretch or foe
• Drive off one point of Horde, including its Foe commander
• Learn something about your enemy
• unleash an Item Quality
GM's list
• Character takes one wound from a Villain or Fiend (soft move)
• The character takes -1 forward against a Horde or Foe
• A living wretch, foe, or villain flees the battle to report the heroes' location and status to a superior (soft move)
• Reinforcements arrive (hard move)
• The character is forced to retreat (soft move)
• The character takes one point of Despair (hard move)
• The character is captured (hard move)
• The character becomes isolated from his allies, becoming unable to accept any sort of aid including Rescue
• The battle attracts unwanted attention