I'm going to be instituting this (or something similar, following feedback) in the Jokers. Figured I'd throw it out to the Peanut Gallery for discussion and issue-spotting:
DQEs are a fast-and-dirty way to sum up an encounter that's meant to soak up resources, but not really meant to represent a major risk in and of ittself. However, they do strip out a lot of the flavor of tactical encounters; they also tend to be a bit flavorless in terms of how the players can actually make choices to determine the encounter results. This modification to the rules is meant to address that second issue.
The DQE is run using the normal rules, but each player must also determine their commitment level before rolling. This determines how great a risk you're taking; it also determines how good an outcome you can get. If you are using ammo or Power Points, and roll higher than what you have left, you may also have to deal with additional consequences; see Out Of Juice on the appropriate table:
Playin' It Safe:
Sometimes it just makes sense to keep a low profile, especially on an incidental fight. Best to hold your cards close to your chest, for now. You conserve Power Points and ammunition, step forward only when you're reasonably sure it's safe, and generally exercise the better part of valor. If you take any damage at all, it's because you zigged when you should've zagged.
Critical Failure: Take one Wound
Failure: Take Bumps & Bruises; this cannot cause Incapacitation
Success: No damage, take one Token
Raise: No effects for a Raise--you were playing it safe.
Ammo/PP Usage: 1d6.
Out Of Juice: No additional effect.
Additional Notes: AFTER the final outcome is determined, Cautious PCs get a Benny for their Hindrance
Engaged:
This is the default level of engagement--you're threading the gap between 'reckless' and 'gutless' quite nicely, thank you very much.
Critical Failure: Take 1d3 Wounds
Failure: Take 1 Wound
Success: Take Bumps & Bruises, and take one Token; the Fatigue can cause Incapacitation as normal
Raise: Take no ill effects, and take two Tokens
Ammo/PP Usage: 2d6
Out of Juice: Ranged Weapon: Spend a Benny, or suffer Technical Difficulties on your weapon; Power Use: Spend a Benny or take a level of Fatigue
All In:
No guts, no glory! You go into this thing with reckless abandon, laying into any perceived opening, and making one where none exist. You're sticking your neck out, here, but you just might carry the day! (This is an option best used if some of your allies have been coming up short, and you want to try to close the gap, or if you're trying to achieve an Extraordinary Success on the DQE.)
Critical Failure: You take 4 Wounds.
Failure: Take 1d3 Wounds, add 1 Token
Success: Take 1 Wound, add 2 Tokens
Raise: Take a level of Bumps & Bruises; add 1 additional Token for each Raise.
Ammo/PP Usage: 3d6
Out of Juice: Your weapon suffers a Technical Difficulty, or you suffer a level of Fatigue
Additional Notes: AFTER the final outcome is determined, Arrogant and Overconfident PCs get a Benny for playing their Hindrance (but only one, even if you have both)
The DQE is then graded according to the number of Tokens gained, where N = the number of PCs:
T < 1/2N: Catastrophe--not only do you not manage to do the thing, but you should expect Bad Things
T = 1/2N, but not N: Failure--You do not manage to do the thing
T = N or higher: Success--You manage to do the thing
T => 2N: Triumph--You do the thing with panache, and can expect something special as a result
Other Rulings:
Allies:
Sidekicks, Followers and Mounts do not count towards N; they also cannot roll for the DQE directly (they're Supporting Cast, you're the Leads). Instead, they may roll Support, giving their associated PC a bonus per the usual rules. (Driverbot, as a 'group Sidekick', can give Support to anyone designated by Commander Growler to receive that aid; either Growler or the assisted PC should roll for it.) Per game developer comments, Support rolls do not suffer the Scene Penalty.
PC Support:
All PCs must roll for the DQE for themselves, even if it looks like the party already has a Triumph. If you also want to try to Support another PC, this will impose a MAP on both rolls. You must have some form of permanent MAP reduction (such as multiple limbs) to be able to bypass this MAP; situational or temporary MAP-reduction (Two-Fisted, Speed/Quickness, etc) will not cut it. Finally, Support for other PCs must use a different Skill than whatever you rolled for your own DQE.
DQE Commitment Levels
- Ndreare
- Savage Siri
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Re: DQE Commitment Levels
I really like this. I had my own lesser version on the boards from 6 years ago. But this is clean and easy to follow.
I would want the players to clearly communicate which options they choose before rolling.
I would want the players to clearly communicate which options they choose before rolling.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- High Command
- The Savage Inquisition
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Re: DQE Commitment Levels
Not sure if I'd use it or not, but if I felt the need for more nuance in Dangerous Quick Encounters, I would use it. Very readable and usable.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Re: DQE Commitment Levels
Yeah, that is a key. On-site, I'll probably require that the dice roll actually says what option it is (so, "All In Fighting 1d10!!+2" or "Engaged Spellcasting 1d12!!" or whatever. A roll without it has to be edited to include it--which causes a re-roll.
Re: DQE Commitment Levels
Or if they don't state, they are going Engaged, the middle road
Tiny Tim