After teaching my players the Persuasion rules and having them come up several times during the running, I'm pleased to say they worked exactly how I wanted them to, with a few adjustments.
During our discussion after the fact about the new mechanic, one of my players suggested I find other uses for it, other skills that's resolution could best be determined through this card process. We brainstormed a list, and I've now a table that lists each skill and the unique failure conditions for each suite and face card (except for Artist, which will need its own table).
Caravanner | Mechanist | Persuasion | Ritual Mishaps | Wildcrafter | Wrangler | |
Hearts | Social | Jam | Bitterness | Changed | Tainted food | Defiant |
Ace | 4 ranks principle | Lock sealed | New enemy | roll 2d4+2d6 | Half inedible | Cannot be trained |
King | 3 ranks principle | 4 people to unstick | Followers, hirelings accosted | roll 2d4+1d6 | Third inedible | 4x time to retry |
Queen | 2 ranks principle | 3 people to unstick | Party waylaid | roll 1d4+1d6 | Quarter inedible | 3x time to retry |
Jack | 1 rank principle | 2 people to unstick | Reputation tarnished | roll 1d6 | Quarter inedible | 2x time to retry |
Diamonds | Add card | Break pick | Bribery | Greedy | Misidentified | As hearts |
Ace | ranks +2 | Break 4 | Bribe as 14 | 4x | All weeds | Unbroken |
King | ranks +1 | Break 3 | Bribe as 13 | 3x | 75% weeds | 4x time |
Queen | ranks +1 | Break 2 | Bribe as 12 | 3x | 50% weeds | 3x time |
Jack | ranks +1 | Break 2 | Bribe as 11 | 2x | 50% weeds | 2x time |
Clubs | Physical | Noise | Violence | Drained | Broken gear | Feral |
Ace | 4 ranks principle | 6d6 yards | All-out assault | 1 injury | 8 pieces | Eats people |
King | 3 ranks principle | 6d4 yards | Kidnapping | Take 3 damage | 6 pieces | Attacks people |
Queen | 2 ranks principle | 4d6 yards | New faction involved | Take 2 damage | 4 pieces | Afraid of people |
Jack | 1 rank principle | 4d4 yards | Lodgings assaulted | Take 2 damage | 2 pieces | Retry +1 cards |
Spades | Mental | Slowed | Negation | Flawed | Infected | As clubs |
Ace | 4 ranks principle | Quadruple time spent | Negate and duplicate | Higher tier ritual | Take 1 injury | Eats people |
King | 3 ranks principle | Triple time spent | Negates 3 | All random | Take 3 damage | Attacks people |
Queen | 2 ranks principle | Double time spent | Negates 2 | Random ritual | Take 2 damage | Afraid of people |
Jack | 1 rank principle | Double time spent | Negates 2 | Random focus | Take 1 damage | Retry +1 cards |
We'll integrate these into our game the next time we play and see how things turn out.
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