Tuesday, November 28, 2023

The Peril Die

My AD&D 2nd game hit an interesting point (and challenge), which I imagine could be common to a lot of other tables: basically, my game schedule became a mess very quickly and, as a result, our usual weekly sessions suddenly became monthly (if that). Besides the obvious problem of playing less RPG we had a more pressing issue: in our current game, most of the party’s resources were already spent and they were deep into a long combat against drows and their minions, at the last rooms of the dungeon. To further complicate matters, one of the player’s main characters was down and was being carried by hirelings (we are using the Dungeon Master’s Guide’s Hovering at Death Door rule, so PCs brought below 1 hp but not killed are incapacitated for 24 hours).

Now, imagine yourself stuck in the above situation for three months in real-time (as our sessions also became shorter). It is sometimes hard to get excited with a game if your character is so limited. As a DM, one of my main concerns is usually with pace. That said, I am very lucky that my current table is not only mature but also transparent and open to conversation (we just want to have fun). I noticed that, in the last weeks, the players were discussing in our online chat about optional rules and ways to regain spells or abilities that were lost “back in September”. I didn’t want to change the rules of the campaign – especially in the middle of combat – but I must be honest that I also felt that the table’s concerns were valid. They were, after all, stuck in the same place for a long time due solely to their DM’s crazy real-life issues. Because my own time was preciously short, I didn’t have the chance to come up with other solutions: such as introducing potential hirelings and NPCs to be controlled by the party.

So, I invented a special ruling to close that dungeon: the Peril Die. It worked wonders and our last game session (which was thankfully 3 hours long) allowed the party to end the combat, advance 3-4 rooms, two more encounters, and “finish” the dungeon! (Of course, now they must get back with a lot of loot, prisoners, rescued allies etc.).

The Peril Die is a metagame mechanic so many of you might prefer to avoid it. I created it to allow players to use a “recharge” mechanic mixed with some risks (and fun for me as a DM). It can be used in basically any Old School game, including DCC RPG. I would even use it in non-Old School games, like D&D 3rd and 5th, or Pathfinder 1st, but I would hesitate to employ it in more procedural games such as 13th Age, Fantasy Craft, Pathfinder 2E etc. (including a few Old School ones, such as Errant).

The Peril Die is a table resource that can be used by any player. If you are using it for just one session, I would start with a d6 (but I used a d8 and it worked fine). I suggest placing a big physical die in the middle of the table. Any player can pick it up and declare some event, usually restricted to recovering a resource for their character. The declaration must make narrative sense. So, for example, a cleric can declare “When my Deity sees my facing the vile drows, She fills me with holy might, and I recover my spiritual weapon spell”, or a fighter might say “When my ally falls, I am suddenly filled with rage and I can roll 1HD to recover hit points”. After the declaration, the entire table (including the DM) must discuss and decide – unanimously – to accept it. If anyone complains, the Peril Die remains in the centre of the table. If everyone agrees about the declaration and the mechanical benefit, the character gains that boon automatically. Then, the player who made the declaration must roll the Peril Die. If the numbers 1 or 2 come up, something bad happens. Otherwise, the Peril Die becomes smaller (i.e. like a Usage Die, changing from d6 to a d4 for example).

I usually follow this die chain: d8 -> d6 -> d4 -> d3

What is the “something bad”? Well, it depends. Here are some loose rulings.

First: the DM is the sole arbiter of what happens.

Second: the bad stuff should be somehow proportional to the boon received by the player. For example: an extra cleric spell? Nice, the enemy also recovers a spell (or a normal monster now gains a spell from a rival deity). Is the fighter regaining 1HD of hit points? That might mean that a monster also heals or that an extra monster appears (perhaps with 1-2HD in this case).

Third: the DM decides when the bad stuff happens (and yes, he can accumulate bad stuff as I did).

The Peril Die allowed my players to regain some agency over their (very) battered characters. It also allowed me to leave the adventure more dynamic. Finally, it made everyone have more fun at our last game. I am still thinking if I am going to use it sporadically or as a new constant house rule (there is, of course, a chance of power creep behind the mechanic but I am fine with that).



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