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bullets [2019/04/29 16:36]
dan
bullets [2019/04/29 16:56] (current)
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 appropriate timing appropriate timing
 +
 +==== Timing and the Immediate Chain ====
 +
 +In order to explain when and how Bullets may be spent, it's important to introduce the concept of an Immediate Chain of rolls. The Immediate Chain represents any rolls that have already been made and the rolls that are a necessary, inescapable consequence of rolls already made. In other words, roles that are required to happen because of the rules or perhaps a chain of events in the game world that are never interrupted by player or NPC choice. One thing forces the next to happen.
 +
 +For example, the rules necessitate that an attack roll will result in a damage roll. Thus, the damage roll is a direct consequence of the attack roll, so those two rolls form an Immediate Chain of rolls.
 +
 +If a player-character chooses to mend the wound of the injured person, that came as the result of a choice—not something the rules or situation forced to occur just then. Thus, the medical roll is not part of the Immediate Chain of the attack roll.
 +
 +As another example, imagine a player-character meddling with a blocked passage in a mine. She botches the roll to clear it, and the Game Master declares the failure is causing rocks to fall on the entire party. The initial botch, the Agility checks to dodge the rocks, and the damage dealt by any rocks that hit are all knit together as a chain of consequences,​ resulting from a single choice. Thus, they form an Immediate Chain.
 +
 +However, if a player makes a Body check to dig out a friend trapped under a rock, that represents a new set of circumstances and choices, and thus it's not part of the prior chain.
  
 ==== By the Player ==== ==== By the Player ====
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 Players may, however, give their Bullets to anyone else at the table. However, Bullets traded in this fashion may not be used to modify anything that has already occurred or anything that is an inescapable consequence of rolls already made or actions already declared. Players may, however, give their Bullets to anyone else at the table. However, Bullets traded in this fashion may not be used to modify anything that has already occurred or anything that is an inescapable consequence of rolls already made or actions already declared.
- 
-For example, imagine a player-character is shot at by an NPC. The hit succeeds and damage is about to be rolled. At that moment, another player decides to donate one of their Bullets to the victim of the shooting. The Bullet may not be used to alter the attack roll (since it was already made) nor to buy off any of the incoming damage (since damage is an immediate consequence of the attack roll). 
- 
-The recipient player could spend the Bullet to adjust the attack roll or damage of the next person to fire. Even if it's fairly obvious the next NPC was going to shoot the same player-character,​ their action has not yet occurred nor is any consequence of their intent in play yet. 
- 
-As another example, imagine a player-characters meddling with a blocked passage in a mine. They botch the roll, and the Game Master declares the failure is causing rocks to fall on the entire party. Since this chain of events is in progress, any Bullets exchanged at this point could not be used to adjust the initial botch, help dodge checks to duck the rocks, or to buy down the damage of rocks that hit. 
- 
-However, a recipient player could use a Bullet to help their medical check when trying to save the life of a friend that got crushed, since the medical roll was not part of the immediate chain of events surrounding the rockslide. 
  
 ==== No Stacking ==== ==== No Stacking ====
bullets.txt · Last modified: 2019/04/29 16:56 (external edit)