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Re: [BNW] Delta Points, Tricks, and Spicing it up
> 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?
The only one I know of is the Lucky quirk which gives you an extra DP each
session.
> 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 didn't know you could get in-game DP's. Our guide never gave us any. I
would say that they hang around until you spend them, but your base 3 (or
4) regenerate each session. I would say they are NOT permanent
adjustments, as that could really start to build up over time.
Aside: What about letting people BUY more DP for their regenerating pool?
Like the old karma pool in Shadowrun. Maybe like 20XP buys you one DP?
> 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.
I would still make them spend the 10 DP (maybe give them a reduction). One
thing that I never liked about a lot of systems is how new abilities and
powers (in this case tricks) just kinda POOF! into existance between
sessions.
Maybe take your's and let them use the trick with a -5TN penalty. Then
every session or so they can put XP into buying the trick. For every 2XP
they put in the penalty goes down by 1.
Also they can only work on learning one new trick at a time (maybe two?)
Theo McGuckin -
"Powerful like a gorilla, yet soft and yielding like a nerf ball"