Winds of Fate variant
Posted: Fri Jul 17, 2009 4:02 pm
A few threads that debated various topics made me think about Winds of Fate and how to adjust it. Points of discussion were things such as "spamming your biggest attacks first", "rolling dice to random to determine actions is bad",etc
So here is a variant of WoF, it is untested and just an idea for now.
Assumptions:
- You have encounter based powers, that dont refresh except through Winds of Fate checks.
- Winds of Fate track is empty at start.
- Rolling 1 means all abilities from 1 to 6 becomes available, rolling 5 means that only 5 and 6 becomes available.
Now then you use your encounter ability (no matter which one), it is used up and takes the first slot of the WoF track (number 1). Now when you roll WoF dice, it only gets refresh on 1. The second encounter power you use will be put on number 2, refreshing only on 1 or 2.
Now players will play low level powers to fill up teh WoF lower slots that have the smallest chance of refreshing per round and save their more powerfull powers for later slots that refresh quicker.
If the battle is easy and done within 2 rounds, characters can simply use the most powerfull abilities and deal with the mooks in bad-ass style. When fighting a harder and longer battle, players can use low powers first to create a high-repeating powerfull moves in the end of the battle. (You can roll d8 as well instead of d6, to create two empty slots (1-2) so that is always a chance for refreshing-failure to keep high power spamming in the long battles smaller. (not that you want to, as you dont want to keep dragging on combat).
Will this variation be usefull, or will it encounter too many troubles?
So here is a variant of WoF, it is untested and just an idea for now.
Assumptions:
- You have encounter based powers, that dont refresh except through Winds of Fate checks.
- Winds of Fate track is empty at start.
- Rolling 1 means all abilities from 1 to 6 becomes available, rolling 5 means that only 5 and 6 becomes available.
Now then you use your encounter ability (no matter which one), it is used up and takes the first slot of the WoF track (number 1). Now when you roll WoF dice, it only gets refresh on 1. The second encounter power you use will be put on number 2, refreshing only on 1 or 2.
Now players will play low level powers to fill up teh WoF lower slots that have the smallest chance of refreshing per round and save their more powerfull powers for later slots that refresh quicker.
If the battle is easy and done within 2 rounds, characters can simply use the most powerfull abilities and deal with the mooks in bad-ass style. When fighting a harder and longer battle, players can use low powers first to create a high-repeating powerfull moves in the end of the battle. (You can roll d8 as well instead of d6, to create two empty slots (1-2) so that is always a chance for refreshing-failure to keep high power spamming in the long battles smaller. (not that you want to, as you dont want to keep dragging on combat).
Will this variation be usefull, or will it encounter too many troubles?