Monday, June 6, 2011

Potencies Redeux

With the idea of splitting your main pool into tinier ones and then rolling them separately, potencies need a rework. However, the new combat method does lend itself for a pretty easy conversion. Instead of allocating dice pre-roll to a potency, you allocate successes from your roll to potencies in order to activate them. In fact, this allows for more robust potencies that exist in tiers. For one success, you can get X benefit, but for two successes, you get Y, and for three you get Z.

That's all nice and vague, so let's slap some examples down on the page.
  • Flashing Blades - you can make an additional attack against a target in the same exchange. This action costs 3 successes. Upon activation, you can apply an attack you've already made a second time against the target. In effect, you deal damage two times from a single attack.
  • Pain Rage - the pain of your injuries burns red, granting you furious strength. This action costs 2 successes. Upon activation, you may add any current damage you are suffering (in dice, not points) to the damage of an attack.
  • Wild Aggression - you throw yourself on your opponent, heedless of danger to yourself. This action costs 1 success. Upon activation, you can apply an attack you've already made against the target. You may not defend or recover this exchange.
  • Take It - you steel yourself to take a hit. This action costs 1 success per level; there is no limit to the number of successes you can give to this potency. For each level, you steel a single die by increasing the amount of damage required to knock it out of your pool. Thus it takes 2 points to knock out a Destiny die and 3 points to knock out a Hope die. You can only apply this potency once to a since die, but may apply it to multiple dice.
  • Berserker - you throw yourself into a howling rage, allowing you to temporarily overcome your injuries. This action costs 1 success. Next exchange, you may roll all your dice, including the injured ones. However, you may not recover or defend in that exchange.
This does make the decision to use potencies something that happens after the roll rather than before, but while that might take a little of the risk out of it, it also breaks up the number of decisions that need to be made at one time, and I think that'll lead to a better play experience. People can roll, figure out how many successes they have, and then decide if they've got the slack to bust out the special moves. Some rolls might make that decision for them, making it a faster process. It's certainly worth testing, anyway.

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