[DITV] Negative traits and how to use them

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David Artman:
Quote from: lumpley on August 28, 2008, 08:47:24 AM

I think I'm an excellent shot 3d4
fixed ;^)

anonynos:
So, basically... if you have a trait, you roll it.  It's pretty much irrelevant as to if it's a positive or negative trait they are dice you roll because it's more important that it helps the RP of the action, than in is specifically is it a positive or negative thing.  Is that the jist?



(and for the record, that 2d10 eyeglass thing is in the book which is why I was using it as an example... if you ever update the book I'd recomend clarifyign that a little for simple folk like me)

dindenver:
Ano,
  I think the dice are supposed to correspond to narrative authority, not power or prowess.
  I could be wrong, Vincent is the expert, lol
  But, that is how I interpret it.
  Like if I raise with a 20, I have a lot more narrative authority to narrate over the top action.
  While, if I raise with a 2, I will "feel" like I have less authority to narrate my character making any bold moves. Does that make sense?

David Artman:
Sure, Dave... in the sense that your Sees will be done with fewer dice (less/no Fallout) and your Raises will be harder to Reverse or even Block, forcing more Take The Blow (Fallout). Regarding the former, you pretty much have "unlimited" narrative authority on a Raise (say what you like); it's how much pressure you put on the opponent, forcing escalation or Fallout (or both) that introduces any notion of "control"... and they STILL can say anything, within the bounds of their See.

So, in short, it's a bit more of a tactical maneuvering, random resource than a simply narrative resource used "to narrate over the top action." Aws I understand it.

Check this, next time you're thinking efficacy: http://www.darkshire.net/jhkim/rpg/dogsinthevineyard/strategy.html

LordAsteroth:
The way I look at it is that you do not have to use the dice you rolled from a trait on the raise it's invoked on. So lets say you have a pair of crummy dice in your pool, and you want to justify using them. You say your bad eyesight caused you to miss your shot, and roll your Bad Eyesight trait. You don't have to use the dice rolled on this raise, but if you get high rolls, the momentary disadvantage gives you an advantage later on.

Think of high value disadvantage traits as the thing that lets an action hero take a beating at the start of a fight and turn around to win at the last moment.

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