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Playtesting, the Soul, and Reactive trait checks

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Playtesting at the Source has been going well. Our group of four Aztec and Maya have made a daring raid on a mysterious temple to Quetzalcoatl trying to find the source of corruption, only to find it inhabited with Underworld guards.

Taking some ideas from Sanity in Call of Cthulu, I am considering some changes to the soul stats. The current number will be called a "rank" and will have a "d" added after it because the number will used to determine the dice pool in a few circumstances. In addition, each soul stat will have points (the some of the three related traits) that are lost through play:
Ihiyotl: dice pool used to heal. Points lost only through magical disease.
Tonalli: dice pool used to recover Hero Points and to resist fear. Points lost through fear.
Teyolia: dice pool used to recover from spiritual drain. Points lost through bad medicine. Perhaps this also is the Threshold (?)

Notice that tonalli can be used to recover Hero Points. For example, if a PC prays to his patron totem each day, he can make a tonalli roll at a difficulty of 3 and recover a single Hero Point (max one per day).

In Reactive trait checks (those asked for by the GD), I perhaps should not force characters to use Effort dice. This might be too complicated, but would be better in terms of game play. As it is, whenever I ask for a Notice check, players must decide if it is worth spending any Effort dice.

I also realize that I should put in the rules something about deciding a Stunt before it is your turn. You cannot wait until your turn to start thinking about it.

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