Atama wrote:The person who plays the card isn't immune, that player might end up being the victim of the card since it's randomly determined. So in that situation would you give 6 possibilities to the player?
That was rather short-sighted of me. Mostly I wanted to append to the card text rather than modify it, so I still wanted to keep the rule that the card player gets three Possibilities. So I added three more for the victim.
Maybe I do need to reword it to avoid that weirdness. Or maybe I could just embrace the weirdness, and award only three if the player is the same as the victim.
Perhaps I'll change it instead to three Possibilities to be shared among the two people. This way, if the victim has to spend 3 Possibilities to stay alive, then they can agree that he gets all 3. If he takes it without flinching, then they may choose to split it. My group would likely just give all 3 to the victim anyway unless the card player is really low.
But that once again assumes responsible players. If your players are not so responsible (especially if you've got "that guy"), then my suggestion can turn into a hot mess.
Even with players who are responsible, you could easily have this scenario with the card RAW or with your house rule...note that I list a lot of conditions here, but to make a point, except for the last part about NPCs, this is the best case scenario
for playing the card and is not hard to imagine happening, and I can also easily imagine many more scenarios when it's not a good idea to play Trap!.
- Everyone is low on possibilities, maybe even out.
- It's a standard scene, they aren't currently in grave danger, not confronting the big bad guy or even a lieutenant.
- No one is wounded.
- All the other cosm cards have been played already.
- It makes narrative sense, they're in a 'dungeon' or seeker tunnel or the bad guy's fortress.
- There are no NPC's in the party (I'm assuming Trap! can affect them too, but in this case there are none).
We want them to play cosm cards. Not playing the card should be a sub-optimal choice in this scenario.
The card gets played, there is an average or better die roll (4+), and the death and defeat roll fails, and a Storm Knight dies an ignominious death before they even get to a dramatic act. Or they succeed with a standard success and suffer a permanent injury (so much for everyone having the same XP total!). It's worse with RAW because if they are out of possibilities they can't soak or spend any to help the death and defeat roll. I assume with your house rule you'd award the possibilities when the card is played and before they take the damage.
Even if they have possibilities to spend on soaking and the death and defeat roll, they can still fail, though it's much more likely they will "just" suffer a permanent injury or be knocked out and severely wounded for a while. Still not feeling fun.
My conclusion is that the problem with this card is that it ignores Toughness and just does too much arbitrary damage. I'm not an especially kind GM, I let player characters die sometimes, I don't fudge die rolls, and I think there should be tension, but this thing just doesn't seem fair or fun.
One simple fix is to just change the number of wounds to equal the possibilities you gain, choosing from 1 to 3. At least then the player can avoid killing his friends with it most of the time. It's still potentially deadly, and bypasses Toughness, but is mostly just dangerous and potentially annoying. Another way to do it is to spread the damage around...allow the trap to affect more than one character and let the players decide who takes the wounds instead of making it random.
Or, to really embrace D&D in a more meta way, have them all make a Reality skill check to avoid the trap. The damage remains 1BD, but they split it up however they like between anyone who fails their "saving throw".
Or I might just leave it out of the deck, but I think the problem is the damage, not how the possibilities are awarded.