This way each action becomes a moment of pushing your collective luck in a very prominent fashion. The more stress you have, the worse things get. Basically, when you roll a Fumble something bad happens, but how bad the thing is depends on how much Stress you've accrued. Now, the reason that you can make Stress really matter is by bringing back a rule that I don't actually tend to like, the Natural 1/Fumble. You could also have stress accrue when you use some abilities, possibly allow rerolls for an additional bump of Stress on the character who's rolling only, and other such variances. Regardless, Stress will accrue for the whole party when you make rolls. This represents a mixture of effort put into the action, time passing away from a safe space, chance that things can go deeply wrong, and so on - the exact details of Stress will probably change not only from campaign to campaign, but also from adventure to adventure. Now, any time a character takes a significant action, in this case, loosely defined as "whenever the GM thinks an action deserves a roll", each player accrues Stress (this is just a placeholder name). But I thought you could have an interesting form of abstract timekeeping by pulling from both Blades in the Dark and the videogame Darkest Dungeon, with a bit of a twist.įor the purposes of this framework/mechanical skeleton, we're going to say that basically all rolls in this game are a d20 roll adding a bonus from one of 6 attributes (the "standard" array Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). Diagetically, a lot of GMs like to have a ticking clock to represent the constraint of time, stop the whole 5 minute workday thing and so on. Timekeeping is an important part of a good dungeoncrawl or fantasy adventure. ![]() ![]() I was thinking of a D&D Heartbreaker sort of framework (which I tend to do when noodling about RPG mechanics), and came across an idea which I think could be interesting jumping off point for some mechanics.
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