Saturday, November 21, 2009
Face Palms, and Encounters
Wow, well for those that read this, last post was epic, in both length, and length of the responses. You might see now that I finally learned the technique of "after the jump." This way it won't take 10 minutes to get to another post, simply because the first one is epic. In fact you will see the link for such advanced techniques below.
Now onto the content. I am the DM/GM had many moments (outlined in last post) where people did something stupid, or just plain retarded. Now in addition to "awesome points" we will have "face palms." That is to say if there is a moment where your role playing is so lame, that it universally makes the table want to do a face palm, then you gain a "face palm" point. They are similiar with Awesome Points in that they can only happen outside of dice-rolling, and battle. Rolling a natural 1 is usually a face palm, but not in the context of a face palm point. Nicodemus getting his crap stolen by a mysterious bard, that he got rip roaring drunk before trying to have sex with her made everyone want to face palm. (including Nicodemus) So basically a universally lame thing would earn a point.
Face Palms are not "cashed in" by the player, they are cashed in by the rest of the party. So lets say Nicodemus tried sleeping with another lady, and the party wanted something unfortunate to happen. A universal vote (DM/GM included) would perhaps take a nice evening of pleasure and make it a night of pleasure, with a convincing cross dresser. Again these can't be used in skill checks or battle, but may be something fun for us to do while role playing. Also like awesome points, begging for someone else to get a face palm, will negate the chances thereof. Point giving is solely at the discretion of the DM/GM. (no they can not be given retroactively, this is a new mini-game we play)
Now onto NEW RULES FOR NON-COMBAT ENCOUNTERS
A "non-combat encounter" is one with a NPC, obstacle, trap, puzzle, or other challenge that involves dice rolling but not an initiative.
It became clear, that after asking all of you to take your time explaining your skill rolls, and making the PC's do the leg work with non-combat encounters, that I would need to add some order to this structured request. Example, a large venus fly trap is in your way. One player might quickly make three knowledge checks before I actually get to another player that wanted to do the same thing. This makes some players look like stars, when other ones look lazy, despite having the same goals. Therefore when there is a encounter involving more than one PC the following rules apply.
There is no official initiative, the first person to come up with and ACTION (explain below) will do said action, and make themselves at the top of the order when deciding who is next in the non-combat action list. Then every other PC (not NPC like cohorts) will get a chance, based on whether they are ready to propose an action. If there are PC's involved, that don't have an action to do, or none they wish to do then, they will go onto the action order list where I place them, and their "turn" will be considered a PASS (explained below)
An ACTION is any of the possible things listed below.
Making a skill check (with appropriate explanation beforehand)
Talking (20 second limit)
Asking a cohort to make a skill check
Asking a cohort to talk
Passing your turn
Explaining a knowledge check to the party (subvertly or openly)
Explaining a sense motive check to the party (subvertly or openly)
Speaking to a PC
NOTE: When a cohort is asked to do something they will go right after the PC who asked, and will be able to share information when their action turn comes up again.
Hopefully these rules will allow anyone a chance to participate in a non-combat encounter, and give PC's the majority stake in such actions.
Well gang as usual I look forward to next session where we will delve deeper into the module. Yes I will remember your EXP.
Game Hard Game Well ~ Your DM/GM
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