#both to mitigate power creep as a practical measure and because it has the potential to be incredibly funny
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fun way to combat power creep when a PC has reached the level where they should be able to just breeze through every roll--or at least every roll related to their specialties--for any obstacle that isn't increasingly overpowered to match: drop a couple of mines in there.
you still have to beat an 18, but now you also have a chance of failing automatically if you roll, say, an 8. you can raise or lower the difficulty of the roll by adding in more mines, and give players the opportunity to remove them if you want--keywords if you want; it leaves you the option to keep some rolls from being canceled out by PCs gathering up enough of the right abilities, and ending up right back where you started. but as long as you don't mind wanting to flip a table when your +5 bonus lands you directly on the losing number, it seems like a good way to keep some tension in the game without having to do major rehauls for just, like, the basics of how stats and leveling work in that system. it's a thought.
#ttrpg tag#whosebaby does game dev#whosebaby makes things#ttrpg tools#i wouldn't be surprised if a million people have thought of this already and it's Common Knowledge and all#but i've never seen it anywhere so i figured i might as well share#both to mitigate power creep as a practical measure and because it has the potential to be incredibly funny#is there a name for that tag
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