This is giving me ideas again https://twitter.com/GabeJamesGames/status/1332796784641511427
It’s been about a decade since I thought on this level of design but

Gabe is looking at “enough arrows for five encounters”

What if that was built into the playbook?
So like let’s say my playbook is The Marksman. In the first encounter of the day, my playbook says I get automatic crits on all my attacks with the bow.

But only in the first encounter.
After that, I have to roll to hit just like everybody else.

After five encounters total, I can’t use my bow anymore. Maybe I ram out of arrows, or my arms are tired. I can only use my dagger now.
That gives the game a fixed progression of “ready to fkin gooo” to “tired and in need of rest.”

Could do the same thing with a mage too.

Basically you get x number of “you’re awesome” encounters before you run out of special sauce.
And if it’s your first fight EVER, you get one (1) miraculous move tied to your playbook. The game expects you to use that as your entrance; once you use it, it’s gone.
For Marksman it might be “hit every enemy in the group; the fight ends before it begins.”

Perfect for that first session “I’m way strong” moment for introducing your new character.
Think that’s about all I got for now. I’m not making a combat strategy game right now so if this vibes with what you’re doing, go ahead and take it, CC or whatever
But I could see that being a thing where like

The Jack of All Trades has no “out of ideas” degradation, but they also don’t get anything special for the first encounter of the day.
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