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Codex: Game Mechanics.

Posted by DGMFor group 0
DGM
GM, 26 posts
Digital
Game Master
Sat 14 Aug 2021
at 04:53
  • msg #1

Codex: Game Mechanics

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What follows are the general metrics and approaches I plan to take for running the Wrath & Glory system in Play-by-Post. Consider this a living document. It is open to scrutiny and criticism and will be updated based on necessity as dictated by both gameplay and feedback.



The D66 Roll

An easy mistake a lot of people make when first playing the system is to presume the d66 means literally a single dice roll with a range of 1-66.

The actual use for the d66 is similar to using 2x 10 sided dice for percentile rolls. The first d6 rolled is the 10s factor and the second d6 is the 1s factor. So you roll 2d6 and interpret it as follows.

2d6 = 5,3

The result is 53.



THE WRATH DIE

For all rolls that include a wrath die, the very first integer result is considered to be the Wrath Die. For example,

4d6 = 3,4,1,2

Your wrath die result is the 3.



SESSIONS

I consider a session to take place over roughly 5 in game events. Examples of in game events follow:
  • A prolonged interaction with NPCs involving at least 1 success/fail metric.
  • A prolonged interaction with the environment involing at least 1 success/fail metric.
  • A major combat encounter.
  • A few (usually 2) random or small encounters.
  • A Respite.

At the end of a single session you will be given an XP award in sum for all 5 events which may be immediately spent. The next session will then start with all meta currencies reset to their starting values and you may roll for a new objective.



SKILLS, TEST, SHIFTING

On tabletop in face to face games there is a lot of quick back and forth with this system that does not translate easily into PbP. I describe the scene, players ask questions that help them make a decision on actions, when a specific action is stated I throw out a DN to roll against or just ask for a roll, a player might roll under the DN and choose to use a Glory, etc....

In pbp I try to frontload my posts as much as possible. By frontload I mean that I try to leverage the value of being able to throw out as much information as is permittable both narratively and mechanically so that you, the players, can make correct choices and respond narratively as well.

I'm not always going to be outright calling for you to make tests. In many cases I will simply make a note of the specific DN for certain types of actions if you choose to take them. For example, after describing a room with a cogitator terminal next to a locked slide door I might put something like this at the bottom of the post:

quote:
TECH DN 3 to bypass the security protocol on the terminal and open the door.


Whoever attempts to try to hack open the door now knows what they need to do with the dice to make that happen. If you fail you know you can use wrath or glory to buy more chances and most importantly you will be able to see if you can shift. Shifting happens when you hit enough icons in your roll to meet that DN 3 and have additional exalted icons over what you need.

Let's say you roll 6 dice and land the following: (2,4,4,6,6,5). The 4,4,5 is all you needed to succeed the check and yet you still have these 2 exalted icons on top of it.

You can shift both of those into a better result or you can shift 1 and throw the other into the Glory pool. So when you are shifting an exalted icon what I'd like you to do is indicate that in your game post with your OOC data and let me know what you want to do with that shift or shifts in this case. It would look something like this:

quote:
OOC
ACTION: Tech Test succeeds to open door.
1st Shift: I'd like to be able to download schematics of the floor to my dataslate
2nd Shift: I'd like to also be able to open every door on this floor.


I'm not going to promise that you will always get the shift request exactly as worded every time but I will honor it as much as I can. Also you can always shift 1 exalted icon into Glory if you can't think of a good shift.

Shifting in Combat works as stated in the book:
  • You can shift the extra exalted icons for additional damage only
  • Shifting a wrath die for extra damage still allows you to add a point of Glory and roll for a critical effect




WRATH COMPLICATIONS

So as mentioned above the first rolled integer of any dice pool roll that is meant to include a wrath die will be that wrath die. Whenever you roll a 1 on that wrath die you will have a "complication". Complications happen regardless of whether you succeed or fail on the roll. The biggest drawback to rolling a complication on the wrath die is that it can't be rerolled if you use an ability like wrath to reroll failures. Other 1s can be rerolled but not the wrath die.

Out of combat, complications are meant to be more of a roleplaying tool in my mind than a failure mechanism. The concept is explained as either "I succeed but.." if you succeed the test but roll complication... or "I fail and..." if you fail the test and roll complication.

My suggestion if you roll an out of combat complication is just think about what would be something that your character would find extremely annoying, embarrassing or inconvenient and run with it. If you do a good job with it I will leave it alone and maybe give you a bonus xp point for it. If it misses the mark I will probably expand a little bit more on it. I'm not going to punish you for it but I will make sure it fits with the concept of a true complication.

In Combat however, I would ask that you roll on the following table for your complication:

COMBAT COMPLICATION (D66 ROLL)
11-26Out of AmmoMust Reload to use weapon again. If weapon doesn't have ammo see Dropped Weapon.
31-33Weapon JamDN 2 Tech test to use weapon again. If weapon doesn't jam see Dropped Weapon.
34-36Dropped WeaponSimple action to recover weapon. If weapon cannot be dropped drop wargear instead.
41-43Weapon MalfunctionDN4 Tech test to use weapon again.
44-46Weapon StuckDN 3 Strength test to recover weapon.
51-53Dropped ItemDrop an important item from your wargear.
54-56Fall ProneYou fall prone at the end of your turn
61-62RestrainedYou are restrained until the end of your next turn or you pass a DN 4 Strength test.
63-64BlindYou are blinded until the end of your next turn or a successful medicae check recovers you.
65-66Inconvenient TargetGM picks a different target for your attack. RNG




WRATH CRITICALS

If you roll a 6 on the wrath die you have achieved a wrath critical. This always adds 1 point to the Glory pool

If the roll is a combat attack then consult the chart on page 198 of the core rules and roll for your grisly result.

You can always shift the wrath critical for extra damage in combat and still roll for critical effect.



NARRATIVE DECLARATIONS

According to the book you can spend a wrath point to add a minor narrative element to the current scene. I always encourage creative use of this while also maintaining that it can never be something that has too much effect on the core game mechanics. The basic rules of thumb I have for narrative declarations are as follows:
  • It cannot be used to change or ignore dice results on tests
  • It cannot be used to change or alter threats (as in make them weaker or fewer in number)
  • It cannot be used to avoid a required roll or test
  • GM always has final say



Typically a good narrative declaration is something you can use to add a minor element to the scene that might give your character a bit of a chance to shine. Showing off some quick ingenuity to find a quick way across a patch of difficult terrain without a movement penalty or quick thinking combat prowess to throw together a makeshift cover from scrounged materials around you are a few examples. It should be something worth spending a wrath for but still well within reasonable expectations.

If you ever have something you think would be a good narrative declaration but aren't sure if it would be accepted you can always run it by myself in OOC or PM and I will respond as quickly as I can on it.



ACTION ORDER

Combat is resolved round robin with one PC acting first, then 1 threat, then another PC, then 1 threat, etc...

The first PC to act can be chosen in OOC tactical discussion or it will default to highest initiative attribute.

I will always include an action order in the first combat post. This can be changed as threats or PCs are dropped, held actions are resolved or the following applies:

  • After a PC has acted, 1 point of Glory can be spent to move 1 PC to the next action queue 1/round. Action order returns to normal in the next round.
  • After a threat has acted, I can spend 1 Ruin point to move 1 threat to the next action queue 1/round. Action order returns to normal in the next round.

This message was last edited by the GM at 05:15, Sat 14 Aug 2021.
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