So one of the things that I want to bring forth about the Nahual powers is that they are hard to master.

So one of the things that I want to bring forth about the Nahual powers is that they are hard to master.

So one of the things that I want to bring forth about the Nahual powers is that they are hard to master. One idea I’m having right now (damn is 3 am again!) is to make some Nahual power moves harder to hit (i.e. 8– / 9-11 / 12+). Is this too crazy? (Character will have means to have +4 stats for this moves, even +5). What do you think? #NahualRPG #3amdesign

10 thoughts on “So one of the things that I want to bring forth about the Nahual powers is that they are hard to master.”

  1. Rolling with disadvantage (worst 2 of 3d6) could bring you a pretty similar effect. Statistically that’s roughly a -1.5.

    You could also call the additional die the Nahual die and have it interpreted like a Die of Fate as in World of Dungeons on top of the built-in higher success difficulty.

  2. I think it’s pretty cool, but I think players might have a bit of trouble remembering which moves have the higher difficulty. I kinda like Gerrit’s idea: make them roll an additional Nahaul die and take the worst two… 😀

    But like Vincent Baker says, none of that is too crazy! I mean, Brendan Conway made a game where your stats shift when NPCs tell you who you are. Can’t get crazier than that!

  3. Gerrit Reininghaus my intention is to have players potentially grow to +5 stat! So, in that case no matter how many dice I add, they’ll always get at least 7.

    Mark Diaz Truman I’m planning on tagging those moves as Advanced Moves or Master Moves

  4. Eric Duncan I thought of penalties too. Math-wise is the same (I think), I give +5 stat and -2 penalty… you’re really rolling at +3, and I’m guessing players would feel it that way. Instead if I rise the bar (9-11/12+) when you start at +3 its pretty tough and when your stat grows to +5 you’ll feel like you can now reach the high bar easily.

  5. Joshua Faller I guess that’s an option too… but I want the players to get “good at it” at some point, and if the harshness is hardwired in the move’s results, it would be harder to modify.

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