Hi folks!
First of all, I’m not a native english speaker, so correct me if I use the wrong words or structures please.
I though about a system I need to drop somewhere to develop it, so I figured here would be a good place.
Base idea
Let’s say your players characters are in a dungeon, something gruesome happens like an acid stream doing some disgusting things to the warrior leg and the armor that was around it.
I feel like players should be able to react to this, to flesh it out.
Problem
Thing is, my players are not really proactive, and I often need to turn this kind of things into mecanics before they use it and see the value in it.
Implementation
So let’s imagine a reaction system, not like Final Fantasy Tactics / D&D Monks “I grab the enemy arrow” but about “something important happens in the fight, how my characters react to this ?”
I imagine 3 types of reactions :
- Positive : The character is galvanised, motivated, inspired or anything else.
- Neutral : To let player be lazy and characters be flegmatics.
- Negative : The character is nauseus, anxious, afraid or anything you often inflict as a DM.
When players choose to have a NEGATIVE reaction, they gain tokens that they can use to trigger special effects for POSITIVE ones.
I’m not sure about the tokens being HERO coins or any kind of existing meta currency, or a new meta currency to track. It will come with experience and I’ll try and do an update in due time.
Examples
The warrior leg and leg armor are fused together by the acid, the smell is worse than anything but the pain, everything sucks.
(Neutral reaction) The elven rogue is used to this kind of things, they don’t react.
(Positive reaction without effect) The amazon doesn’t want it to happen to her, but she’s proud and confident she’ll dodge this. The player doesn’t have or doesn’t want to use reaction token, so there’s no mecanical advantage.
(Positive reaction + effect) The turtlekin priest is determined to protect their friends, they are Galvanised. The player has reaction token stored, she uses some to have a bonus on the next action to protect friends.
(Negative reaction without malus) The NPC that’s there just for once and played by a guest player isn’t unfazed, and actually vomit, but he doesn’t want to lose a turn or have a malus, so nothing happens mecanically (beyond the new vomit puddle for roleplay reasons)
(Negative reaction + malus) The magus’s mind is running crazy on simulating everything bad the acid could do to them : They are stunned, vomiting and fainting, in random order. They chose to lose a turn to gain X reactions token for future usages.
TL;DR
When player react to things happening, they can get mecanical advantage for this, so they will react and roleplay, and that’s good.
And I think this could be homebrewed into basically any system easily, which is great