[DitV] How to challenge Dog teams

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KuroFluff:
I did find mention of the multiple opponents tactic on the forum but they would have only helped a little in the situations I faced/made my players face. Certainly I'm realizing some of it is due to my inexperience with GMing this system. The morality of my one-shot plot was pretty one-sided, with the Dogs always in agreement on how to counsel/bitchslap the NPCs. The two encounters which caused problems were: 1) lone sniper, influenced by demons, trying to take out one of the Dogs mistaking them for the mayor/steward who wears his old Dogs coat on the job. They took down the gunman very quickly and then tended to his wounds. 2) A possessed woman with a baby that the Dogs handled with talking/ceremony and physical only, even though the woman was clawing at them and threatening the 1d6 baby.

I suppose it may take a while before I really get a good grasp on the moral ambiguity that makes Ditv work best but at least for now I wish I could better mechanically balance 1 vs n (where n is greater than 1) conflicts. Simply the fact that it has come up several times in different topics indicates the frequency of this problem.

Michael Pfaff:
What if Demonic Influence was applied for EACH Dog? So if they'll all seen the worst of it, that's 5d10 per Dog... So 15d10 total.

That'd be a nice balancing effect.

lumpley:
Dang, thats like a great idea. Anybody who wants to, please play with that rule, let me know how it goes.

-Vincent

David Artman:
VERY interesting rule, pin. I'd note, though, that it's not so much what the Dogs have seen as what the players THINK the Dogs have seen. One player's demonic influence is another player's coincidence or natural phenomenon. IIRC.

lumpley:
Nope! The GM's the one making that call. Sometimes when I've GMed, I'm like "...and I'm rolling 5d10 because you've seen murder." Players: "we have? But ... really? Wait, that means that little Zeb's death WASN'T an accident! Holy craps!" Me: "bingo."

-Vincent

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