01-18-2020, 07:50 PM | #1 |
Join Date: Nov 2006
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Idea for handling curses
I am thinking about how to handle curses in DF. The idea I have is that when a PC aquires a curse then the curse is triggered by a dice roll. Say the DM rolls three dice and that will be the trigger for the curse. Say the DM rolls a 12 then when the PC needs to make a dice roll the DM secretly rolls for the curse trigger, so In this case the curse is triggered on a dice roll of 12 or less. If the curse is triggered then if the PC rolls and succeeded then he fails. If the PC failed on his roll then the result is a critical failure. If the PC rolled a critical success then it is reduced to an ordinary success.
The curses can vary from just one trigger to many triggers to some that keep the PC cursed until a Remove Curse is cast. Detect Curse would be a useful new spell with this type of curse. |
01-19-2020, 10:15 AM | #2 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Idea for handling curses
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01-19-2020, 10:58 AM | #3 |
Join Date: Mar 2019
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Re: Idea for handling curses
I'm having a trouble picturing this. Can you give an example of how a character would get cursed, what effects the curse would have, and what would trigger a roll?
The ability to detect curses can covered by Occultism (Exploits 23) depending on the scenario, though a broader curse-detecting spell might be valuable. |
01-19-2020, 12:17 PM | #4 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Idea for handling curses
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Zafir touches the accursed doorknob of doom and is cursed. (I think this is unbeknownst to him.) The GM secretly rolls three dice and gets a 12. Zafir now has a "Curse of 12" following him around. The next time Zafir needs to roll the dice for any reason, the GM secretly rolls again. If she rolls a 12 or less, the curse kicks in and reduces Zafir's success level. If she rolls above 12, the curse remains in effect but doesn't kick in this time. The number of times it affects Zafir before it expires is set at the start. (So a Lesser Accursed Doorknob might just affect someone once; a Greater Accursed Doorknob might do 1d times; and the Doomsday Doorknob would last until the curse is removed.) Quote:
In general, I like a game world with many flavors of curses. Some make you unlucky. Some make you misbehave under certain circumstances. Some compel you to do things. Some cause your skin to slowly turn purple. Etc. This could be one flavor. Edit: As a GM, though, I prefer to pass off the mechanics to the player. Have them do the rolling and whatnot even if the character doesn't know that they are cursed. |
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01-19-2020, 08:31 PM | #5 | |
Join Date: Nov 2006
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Re: Idea for handling curses
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