The Morphling
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It would be very interesting to have players fight against one another, for whatever reason. Perhaps a Barrier is a Dominate Person trap (mind control from the RPG), and causes the character to attack another character at his location for one turn. Maybe you have a very unique villain who, if he kills a player, reanimates them as a vampire under his control and sends him after the other players. Maybe you could have an adventure variant where two opposing players (or teams of players) were racing to the center of an arcane vault where magic treasure awaited them.
How would this work, if we wanted to add rules for it? Would it be as simple as both players making a combat check, and the loser (whoever's total is lower) takes damage equal to the difference? I can't think of any issues with this, other than "the difficulty of this check is increased by 4" clauses on weapons (which could just be a -4 penalty instead).
What do you think?
Theryon Stormrune
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It would be very interesting to have players fight against one another, for whatever reason.
What do you think?
Interesting.
One of the reasons we (the people I game with) like PACG is that it is a very well-balanced cooperation game. There are a couple of us in the group that despise co-op games because they just enjoy the competition of the game whether it is Magic, X-Wing, Sails of Glory, Small World, Evolution, etc. Funny thing is that they also play RPGs which is co-op. But co-op games aren't for everyone. And the ones that despise co-op games aren't thrilled with PACG. But part of it's beauty is the balance and how the characters interact to accomplish goals.
Not sure RotR set would do well PvP. But once you add ships, etc. to S&S it might be able to do PvP on a larger scale.
I'm not sure the design works for PvP since defense is an extension of difficulty and attack is an extension of damage. The attack and damage roll is combined in one. And the damage received is based on failure to overcome. I honestly don't see how to PvP with the current design of play. You'd have to redo the system.
(Also, attack and defense are combined into one turn. You either defeat the bane or lose to it and take damage. You'll have to figure out how to separate it out and whether it is a sequence of initiative like in RPG or just simultaneous or back-and-forth like Magic.)
| Castarr4 |
An interesting concept. So far, however, each adventure is designed for 1-6 characters, and a bane that turns allies against each other doesn't really work when playing with only one character.
The mechanics of the game don't really lend themselves to PvP either, since the characters are not balanced for it. A lot of powers wouldn't really function correctly either.
There are games based around semi-cooperative gameplay, like the Order of the Stick adventure game. Played as intended, you spend almost as much time fighting each other as fighting the monsters.
It's like asking if you can use the Pathfinder RPG system in a campaign with absolutely no combat. The answer is yes, but you should probably use a system better suited for your needs.
The Morphling
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If you're solo, perhaps the mind-control bane makes you damage [i]yourself[i].
Also, I'm really not sure what would hinder my idea, particularly if phrased like this:
Each player makes a check. The result of this check is the difficulty of the other player's check. Players cannot be defeated or undefeated.
That way, the loser takes damage because they failed a combat check. Players have attributes/traits just like banes do. Maybe you'd have to add in one extra rule to account for damage types (Damage dealt by players whose check had the fire trait is fire damage. or something like that).
What specific rules issues does this cause? It seems like it would work.
The Morphling
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Another option could be an arena challenge where characters are pitted against each other and the winner takes a boon.
You could also have a mind game challenge between the players for instance each player makes a wisdom roll, the lowest takes 1 mental damage.
I like those ideas. I love the thought of a "cooperative" game where the objective is to win together... but the dungeon is designed to divide you and turn you against one another (maybe the dungeon of the Runelord of Envy...). Imagine a trap which will badly injure one player - but the players have to fight to ensure it's not them who gets hurt. Somebody's taking the damage, but nobody wants to be on the chopping block.