GM: During the session, secretly place a tally mark for each player success vs. a challenge in one of the task categories below. (Ignore failures.) *When a challenge category has 2 or more tally marks than any other, narratively and mechanically increase the difficulty and/or cost of success (i.e. enemy has powerful secret weapon; players find an armored escape vehicle, but they won't all fit inside it; players figure out an NPC can be bribed, but it will cost one player dearly). *Increase the difficulty/cost of success even further for any challenge with 4+ tally marks. *Use this chart as a reminder to create interesting non-combat challenges for players on the fly (i.e. Navigate through summer squall; Find the secret drawer; Bluff the crime boss; Hack the CyberGolem; Set a booby trap). _________Combat - Defeating/Routing foes; successful defense of a location/person _________Transit/Access/Environmental - Getting to/from a location; races/chases; landscape hazards _________Find/Discover - Obtain hidden information/items by analysis, perception, or exploration _________Interaction - Persuade/fool key NPCs; detect NPC motives/mental states/trickery _________Expertise - Use character-unique talents/skills/powers to achieve goal, solve problem, show off. List Expertise used: ***P1- ***P2 - ***P3 - ***P4 -
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