[DitV] Rules question: A mob of possessed people led by a sorcerer

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lumpley:
No prob!

1. It's been a long time since I looked at those rules. I always use the simplified NPC rules for mobs anymore.

Ah! Here it is, p128, under Groups: "First fill out the traits you already have dice for on the NPC sheet. Then steal the NPC's listed relationship dice, unless the group needs them for Relationships (which is up to you to decide). Then you can pull as many of your Free Dice as you can spare [again, up to you], and after that each additional person gets 1d6."

So, make the mob as big as you want it. Use up its trait dice, then go straight to those free d6s. Use its relationship dice, then your free dice if you want, for relationships with the demons, for cunning and ferocity.

Using the simplified rules, you're right, +nothing. It's okay -- preservation and viciousness are the better abilities, and you don't need to worry about dice with them.

2. Yes.

I pretty much always incorporate consequences into my sees -- and my raises too! -- then give the players the 2 high fallout dice. I assign fallout to NPCs only when it's clearly the right best thing to do.

-Vincent

Paul T:
Thanks, Vincent!

You rock.

(Although I'm not sure why Preservation is a big deal--do the PCs really care how much Fallout the NPCs take? I usually have NPCs Take the Blow in order to frighten the PCs, and having them take less Fallout seems counterproductive rather than anything else.)

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