anyway.



thread: 2005-09-14 : Ars Magica Ripoff Suggestions

On 2005-09-14, Paul Czege wrote:

I think my solution would be two levels of resource. I'd have die pools, which represent bits of setting with significance to the situation. In your case, Mirrors, right? (And maybe Touchstones too.) And I'd have traits that give the characters access to those pools. (Loving a specific Mirror would be access to that pool.)

So, the die pools are collectively owned by the players, and the individual access points to them are owned by the characters. Access points might be qualified as:

Removed
Balanced
Close

If you're Removed from a pool, you can only ever pull one die from it; and if a conflict includes multiple characters with access to the pool, you get none. If you're Balanced to a pool, you pull all but one die from it; and if a conflict includes multiple characters with access to a pool, you pull an equal share of what's left after anyone Close to the pool takes their dice. If you're Close to a pool, you can pull everything from it. In a conflict that includes multiple characters who are Close to the pool, work it out with the other players of Close characters how much you pull. You'll divide the dice equally amongst all the Close characters. Balanced characters will split what's left.

Conflict outcomes could either result in fluctuation of the pool, or have impact on a character's quality of access to it.



 

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