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[BNW] Delta Points, Tricks, and Spicing it up
I ran my first session of BNW last night. Yay! I think it worked well,
all in all, even if I didn't have the dice rules quite right at first (I
misread it...but we worked it out). We're working on the Ripper, so I'd
appreciate it if no one talks about hte adventure in any detail for a few
weeks since at least one of my players is on the list. ;)
At any rate, I had some questions about Delta Points. The book says you
get 3 to start with, no adjusting that without quirks or powers to
start. However, I didn't see any quirks or powers that could affect the
number, even though some of the Archetypes have 4 to start with...any ideas?
Delta Points regenerate each session and don't carry over from one to the
next. How is this affected by in-game Delta point rewards as they
suggest. Are they meant to be session-only adds, until used, or permanent
adjustments? How do you all play it?
I play in a Villians and Vigilantes game currently (that's what the GM
likes...sigh...but it's such a fun campaign even if the rules suck), and
one of the cool things about the game is that you can develop Tricks (they
call them Power Stunts) in play. It's a little different how they work,
but I was thinking about stealing the rule in some fashion.
Here's a quick and dirty version of my idea:
To develop a Trick during play (combat or when skill is used), declare
before the dice roll to try the Trick (this is sort of against the way they
work now, I know). Spend a DP permanently (i.e. it won't regenerate) and
roll (I'm thinking they could still get the extra die to roll). If you
fail, it just doesn't work. If you succeed (got what it would take to
actually succeed at doing the task plus the extra success(es) for the
Trick), mark it on your sheet. Do this 3 times, and it is a permanent
addition (Is that too many? I chose 3 b/c that's how it works in our V&V
game). I would be fairly reasonable about people earning new permanent
DPs, but I haven't figured out that mechanic yet.
Thoughts?
Jennifer