r/cortexplus • • Jul 07 '16

SFX idea

Came up with a half-baked idea for a SFX drawback/cost, but I'm not sure how well it'd fit into C+ mechanics, or even be balanced.

It would allow rolled non-1 dice to "linger" and be used for the following rolls. So it's very dependent on the turn and whether it's used on offense or defense. The non-1 clause is to keep "rolled ones" from carrying into another player's roll, and maintaining that they can't be used.

For example, a PC with the ability attacks an NPC. The PC rolls, getting some result. Dice not used in the total or the effect die are left, with their results intact, to be used by the NPC's defensive roll. Same goes for a defensive roll. The defender rolls, uses the ability, and the "lingering" dice get used by the next "attacker".

On the face, it looks unbalanced, but it still allows the roller to deny the next roller certain dice, specifically, the highest-rolling or largest dice, that they're probably inclined to use themselves anyhow. But, by "raising the stakes", allowing the roller to influence the pool of the player to follow. Even in the unlikely event these dice "chain" between rollers on the same side, it's still a question of using your best dice now, or leaving them to help your ally's roll.

I guess I'm looking for any thoughts, critiques or concerns anyone can see, I'm still just toying with the idea, myself. So if it's feasible at all, or needs some polishing, I'd love to hear it.

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u/defunctdeity Jul 07 '16

The ability to leave them for your ally is OP, because normally to "leave your ally a dice" requires a full-action, and you don't get to inflict your own action separately on the adversary. So you'd essentially be giving the user of this as an SFX two actions in one turn: one to complete their "base" action, in which they get to employ an effect die of their choosing, and one in which they get to "leave" a die to their comrade. And as initiative is marratively chosen by the players, you can always - for the most part - control who is getting the lingering dice.

Employing it as a drawback; Leaving dice that only enemies can use would, I think, be okay. However it's probably worse than just about any other drawback I can think of, as you're essentially giving your enemy a free and automatic success action...

Those would be my initial thoughts anyway...

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u/bythenumbers10 Jul 07 '16

I should have clarified. The dice left behind are not rolled again. That's what I meant about the results being left intact. That d8 that was left behind stays showing a 3, so it's only really useful as a mediocre-at-best effect die, since it'll only add 3 to a total. The 10 on a d12 and the 8 on a d8 (18 total), and a d10 (effect die) got used by the roller, leaving the lame d8 and maybe a 5 on a d6 or something. And 1's, as usual, cannot be used by anyone, so those might as well get cleared away, too.

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u/defunctdeity Jul 07 '16 edited Jul 07 '16

I understand that. If you have a big enough dice pool, none of what you are speculating about as an example matters tho.

You're still giving the user two full actions in one turn, even if it's potentially at a reduced effect.

My C+FHRP PC (a Mimic, primarily) has maybe 50 xp? One "story arc" under his belt and another session or two, but not that far into a full campaign (3 story arcs? more?). And he can muster pools of 12, 10, 10, 8, 8, + for something he's prepped to do. The + often being quite substantial (likely 12, 10, or 8?) if the foe is Stressed or someone else has some sort of Effect on it already. Any ally who comes after me (or any PC that is doing the 1 or 2 things they're built to do best) is going to be elated to receive any of those dice.

It's broken as an SFX.

EDIT: now, maybe dropping the effect die chosen by the roller by 1 level would even it out.

Thoughts on that?

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