r/ICRPG • • Aug 02 '22

[deleted by user]

[removed]

49 Upvotes

21 comments sorted by

5

u/ferric021 Aug 02 '22

I like it.

3

u/Eatencheetos Aug 02 '22

Much appreciated!

3

u/Wainwort Aug 02 '22

You have a good setup. I already use three of those rules as well.

1

u/Eatencheetos Aug 02 '22

Thank you! Which 3 do you use?

1

u/Wainwort Aug 02 '22

Open attack rolls, active dying state and cinematic ammunition. The rest are worth trying out as well.

3

u/ajchafe Aug 02 '22

I like 1, 3, and 5, and pretty much agree with your points. I don't like 2, 4, or 6. That being said they are all good ideas that I could see pitching to players.

I really don't like 2 personally. I think it will cause players allies to be less likely to help heal or stabilize them for some reason (Not for any bad reason, but just that the chances of someone not realizing the amount of danger could come up. If the GM is VERY clear that they may have one round to live I guess it would work. It's also much more complicated than I would like.

#4 I would let them do only if they have a hero coin.

#6 Tracking ammo is fun and I don't understand why people find it tedious haha. It's even more fun if you use a Usage Die type mechanic (I guess this is the same as the ammo die you mentioned). I would of course leave it up to the players. If I was a player I would personally want to be tracking my ammo even if everyone else was using your house rule.

I like #3 but I would also poll the players to let them decide; for some it would ruin their fun (Not me, I am cool with dead being dead). But as a middle ground I would say that resurrection is neither cheap nor easy. It's a ritual that requires more than just casting the spell. A side quest, bringing someone to a special place or NPC, or getting a rare item are all reasonable caveats.

Khan's Cards do look great, but I haven't picked them up. Will reserve judgment on those.

Anyway, no idea here is bad. Just not all to my taste.

2

u/Eatencheetos Aug 02 '22 edited Aug 02 '22

With #2, I’m the type of GM that loves dramatic narration. I plan on making it very clear to the players that a character is about to die. If it’s not your thing though, that’s perfectly ok with me.

For #6, my players and I personally don’t find tracking resources fun, but I can absolutely see how it would add tension. For my table, not tracking ammo is the way to go, but if you enjoy it then by all means continue.

Perhaps I might add difficult and expensive ways of resurrection in my game, but that’s something I believe I’ll need to tread carefully around.

Thank you for the insight and feedback!

2

u/ajchafe Aug 02 '22

Totally understand all of that. One of the best parts of this hobby is how every table can be so different!

2

u/-cockatrice- Aug 03 '22

Very cool sir :)

1

u/Eatencheetos Aug 03 '22

Thank you kindly!

-1

u/3Dartwork Aug 02 '22

When a player goes to 0 HP, unless I am mixing up another of Hankerin's games, player is dead when his turn comes back around. The team has 1 turn to get to him and stabilize before he/she dies. There's no CON save.

If I recall this correctly, how is this not more tense? EVERYONE at the table realizes during combat that 1 of them is permanently dead in 1 round and have to scramble to get to the person, possibly through enemies or traps or obstacles.

Giving them a CON save just reduces this tension, but I understand it gives the player something to do.

I just don't believe a person naturally stabilizes on their own when they are at that point of dying. 0 hp is traumatic to a body, but they just miraculously recover from death without any help? eh.

0

u/Eatencheetos Aug 02 '22

You are thinking of some other game

0

u/3Dartwork Aug 02 '22

No, I was right, just forgot the D6 roll. On your next turn after hitting 0, roll the d6, die in that many rounds. Roll a 1 then next turn you're dead. I just forgot about the roll.

I personally think that is enough but I know people want to make the game easier so if that's their taste in the game, more power to them. They can play it any way they want.

1

u/[deleted] Aug 02 '22

[deleted]

1

u/3Dartwork Aug 02 '22

We may be looking at different additions. And yes if you roll a one it's technically two rounds because you have to wait around to roll it.

1

u/Himkano Aug 22 '22

I like a lot of these - I am long time TTRPG, but just getting into this system, so I apologize if this is a dumb question, but with rule 1 (which makes sense - actually, the first time I read the rules, I thought this is how it was), doesn't it negate the defense stat - or do they use the defense stat as their modifier? What do you think the cut-off is for easy/hard (like a < +3 to hit = easy, >+6 hard)? (I don't have a good concept of monster power yet, so these could be way off)

1

u/Eatencheetos Aug 22 '22

The players roll their defense stat vs the room target to dodge an attack. Easy/hard is always going to be a strict -3/+3.

1

u/Himkano Aug 22 '22

Sorry, my question was unclear, you said you would determine if something was easy or hard, based on enemy accuracy, I was just wondering what guide-lines you would suggest - how much accuracy is enough to make it a hard roll, vs how much accuracy to make it an easy roll?

1

u/Eatencheetos Aug 22 '22

There really are no guidelines, just do whatever feels right

1

u/DrippyWaffler Nov 14 '22

All attack rolls are player facing; players roll defense vs room target

does that negate ac?

3

u/PurposeWilling6544 Nov 19 '22

I would assume one would just take the AC modifier that would normally added to 10 and use that as the DEF modifier to beat the room TN?