Showing posts with label glowburn. Show all posts
Showing posts with label glowburn. Show all posts

12 March 2022

Alternate Spellburn and Glowburn Rules 2

Suppose I wish to incorporate the incompetence spiral of spellburn and glowburn without resorting to the reviled recalculation of modifiers. How would I go about it? It's time to pull out the dice chain...

Whether you burn attribute points normally or use Burn points, each instance of burning causes you to suffer a −1d penalty to all physical actions, Fortitude saves, and Reflex saves until you rest. The penalty is cumulative. For example, if you spellburn twice during a battle, your penalty is −2d until you rest. Rest, in this case, means a cessation of physical activity for at least one hour per instance of burning. Or, to put it another way, the penalty is reduced by 1d per hour of rest.

So, if you like your spellburn or glowburn to reflect physical sacrifice or hardship, but you dislike taking the time to fiddle with a character's established modifiers, just use the dice chain.

Again, this may require some playtesting.

05 March 2022

Alternate Spellburn and Glowburn Rules

What would I do to improve my enjoyment of Dungeon Crawl Classics RPG and Mutant Crawl Classics RPG (besides using DCC Lankhmar)? I would change spellburn and glowburn. One of things I have always disliked about fluctuating attributes in games that do not utilize dice pools is that it becomes necessary to adjust modifiers and derived attributes (and their modifiers). This slows down the game (if the players even remember to do it) and I hate slowing down the game for the purpose of crunching numbers.

So, what would I do differently? I would create a separate characteristic called Burn, which is calculated by adding Strength, Agility, and Stamina and dividing the sum by 3. If you want to spellburn or glowburn, you spend Burn points, not attribute points. If you fall below 1 Burn, you may continue by directly spending hit points. Hit points thus spent may be regained normally. Burn points are regained at the rate of 1 point per day during which no burning has occurred.

This solves my problem with recalculating modifiers, but retains the significance of the physical attributes and transforms the risk of high intensity burning from an incompetence spiral to actual wounds.

I think this is worth playtesting.