Difference between revisions of "TWTW 3.0 Task List"

From benscondo.wiki-rpg.com
Jump to: navigation, search
(Created page with "The following tasks need to be completed to test a proposed 3.0 edition of TWTW: AP based initiative Initiative will be based on a 1-20 (or some other number) scale starting...")
 
 
Line 1: Line 1:
 
The following tasks need to be completed to test a proposed 3.0 edition of TWTW:
 
The following tasks need to be completed to test a proposed 3.0 edition of TWTW:
  
AP based initiative
+
=AP based initiative=
 +
Characters will have an initiative number that is based on their total AP. Their initiative roll will either add or subtract from that, and grant the character a number of AP chips equal to the number. Actions will happen based on how quick they are, by having to pay the AP from your pool. If a character has 12 AP, and wants to do an action costing 2 AP, it would resolve on 10.
  
 
Initiative will be based on a 1-20 (or some other number) scale starting at a baseline of the AP of the character. Players will take chips from the pool to pay for actions as they do them. Poor initiative checks may reduce the number of AP which are available.
 
Initiative will be based on a 1-20 (or some other number) scale starting at a baseline of the AP of the character. Players will take chips from the pool to pay for actions as they do them. Poor initiative checks may reduce the number of AP which are available.
  
Tactics/Leadership skills
+
=Tactics/Leadership skills=
 
+
 
These skills can be used at any time in the initiative stack and will allow supporting characters to give bonuses to compatriots.
 
These skills can be used at any time in the initiative stack and will allow supporting characters to give bonuses to compatriots.
  
Action interruption
+
=Action interruption=
 
+
Characters can interrupt the actions of other characters by paying a penalty on their action equal to the difference in the initiative scores of their respective actions.
+
  
Pinning
+
Characters can interrupt the actions of other characters by paying a penalty on their action equal to the difference in the initiative scores of their respective actions. So, if a character wants to do an action that would go on 11, but have it resolve on 12, it would be done at a penalty of 1.
  
 +
=Pinning=
 
Characters who are the target of an attack may pay AP to be defensive, which makes them harder to hit. Does this replace the bravery check to lose aim? How do those things work together?  
 
Characters who are the target of an attack may pay AP to be defensive, which makes them harder to hit. Does this replace the bravery check to lose aim? How do those things work together?  
  
 +
=Miscellaneous Updates=
 
Adjust character wound thresholds
 
Adjust character wound thresholds
  

Latest revision as of 18:57, 23 June 2021

The following tasks need to be completed to test a proposed 3.0 edition of TWTW:

AP based initiative

Characters will have an initiative number that is based on their total AP. Their initiative roll will either add or subtract from that, and grant the character a number of AP chips equal to the number. Actions will happen based on how quick they are, by having to pay the AP from your pool. If a character has 12 AP, and wants to do an action costing 2 AP, it would resolve on 10.

Initiative will be based on a 1-20 (or some other number) scale starting at a baseline of the AP of the character. Players will take chips from the pool to pay for actions as they do them. Poor initiative checks may reduce the number of AP which are available.

Tactics/Leadership skills

These skills can be used at any time in the initiative stack and will allow supporting characters to give bonuses to compatriots.

Action interruption

Characters can interrupt the actions of other characters by paying a penalty on their action equal to the difference in the initiative scores of their respective actions. So, if a character wants to do an action that would go on 11, but have it resolve on 12, it would be done at a penalty of 1.

Pinning

Characters who are the target of an attack may pay AP to be defensive, which makes them harder to hit. Does this replace the bravery check to lose aim? How do those things work together?

Miscellaneous Updates

Adjust character wound thresholds

New gear/weapon traits

Create new action cards

Mechanic for exploding dice