GimmeYerGold wrote:Gold Bearer wrote:Yea that is nice. It creates variance in the BP/MP instead of a max 1 point difference.knightkrawler wrote:You could rule that after rolling for MP/BP, the highest die reult has to be assigned to MP.
I like this idea, too!
Can you run me through an example of it in practice?
Would it work like this?:
I roll a 1, a 6 and a 3.
I must assign the 6 to Mind Points since it is the greatest, but the remaining 1 and 3 can be assigned to Body Points, making a 4 Body Points/6 Mind Points character.
Question: If this rule is the case, do you think it's assumed the "any time your roll any number of dice" forced reroll rule would come into play during character generation, and the player could reroll the 1 if they wished?
Q2: Would the requirement of assigning the highest roll to Mind Points help offset the boon of subsequent forced rerolls?
note: in a previous draft of this character, his special ability was that once per round, the Fool could reroll any one die, even a die not belonging to him. I still like the idea, but saw how it might be hard to keep track of, since it could act as an interrupt, unless it depleted Mind Points or the like.
Re-roll only DURING a quest, not in character creation or between quests, I'd say.
If you roll a 1, a 3, and a 6, the 6 has to be assigned to the Mind point, with the rest you can do what you want.
Wanna start a game with 3 or even 1 Body point? Go ahead. 0 BP, 10 MP? OK, just be aware that you're dead before you can move or take an action even once.
Your first draft I actually like. It also wouldn't be difficult to keep track of, he just has to do it instantly before any roll effect for the other character's or monster's roll takes effect. The re-roll result has to be taken, and something, like a two-faced coin would be turned over to mark that the fool has used the Force Majeure. Of course, adjacency is a must (to not overpower this use in monster attack rolls).
I like it because it actually conveys what a fool is: someone who is supposed to entertain you, but other times just gets your balls in a tangle.
I would do it this way.
Also, you could write up a special rule for immunity against control spells. Specify which these are and specify a number of current mind points a hero needs to be immune. Then write or modify quests by giving one or any number of monsters these spells or some other ability that somehow can diminish mind points.
My Wraith, for example, takes mind instead of body points from a hero on a successful attack. That would be a way to make an immune hero (let's say 7 mind points) susceptible to control spells again.