Skip to main content

New Action: Focus



In my last post, Play Testing Recap, I discussed a suggestion that play tester, Aaron Schmidt, threw out there, and that Brian Parisi, seconded. It was a new Action called Focus. The intent was to give players the option of using an Action to concentrate on what they were doing to improve their chance of success. After mulling over how to implement it into the game I came up with this:

Focus (1AP) – They take a deep breath and clear their head, then launch into action with tunnel vision. Focus allows the Character to use an Action to improve the chance of success of their next Action or Interruption. After declaring Focus, the Character receives +1 to the die roll for their next Stat Check. Focus is much easier to achieve when there are no immediate threats and no Check is needed to succeed. However, if there are any unengaged enemy Characters within 6” of the model they must make a Psyche Check to Focus. If they succeed in the Psyche Check, they may Focus as described above. If a natural 6 is rolled for the Psyche Check, the Character receives a +2 to the die roll for their next Check instead of +1. If the Character rolls a natural 1 the Character becomes distracted and receives a -1 to the roll on their next Stat Check instead.

This should give players more flexibility and incentive to take advantage of some of the more cinematic Actions and Interruptions, as well as making things like combat a bit more decisive.

On that note, I'm working on an updated version of the Alpha Rules, as well as some play aids so be on the look out for that.

Finally, today I made a post on 2ndCityWarzone talking about how I found gaming and how the aspiration of being a game designer has been carried with me for more than 3 decades. Its titled, How A1 Slave Pits of the Undercity Changed My Life. Its a little long, but if you dig nostalgia or origin stories, you might dig it.

Thanks for reading!
-Nick

Comments

Popular posts from this blog

Building a Punk Venue for WitS Pt. 1

Chris from Slow Death Games/Wild in the Streets isn't going to be able to make it to AdeptiCon this year so the Breaker Press Games booth is going to be running Wild in the Streets demos in addition to our yearly introduction to Broken Contract. This means that I'm going to need suitable scenery to use for demo purposes, as well as for photos used in Tooth Chipper Fanzine. With that in mind, I looked around the internet in search of buildings that fit my vision of the hip neighborhoods I've frequented around the country as my old bands toured. Everywhere I looked, the modern buildings I was most drawn to were all from the TT Combat City Scenics line.

I looked at their entire range, and even though their old theatre, comic book store, and music shop all seemed like automatic selections, I needed to get the most bang and flexibility for my buck, so I ordered their Take Away set online, which is meant to be a stripmall with 3 restaurants in it. Eagerly, I waited for it to ar…

Three New Releases for April 2018

At AdeptiCon we debuted three new releases and they are available on the Breaker Press webstore now!
Broken Contract The Day-to-Day Starter Box This Starter Box is a revised and reimagined version of last year's starter box. The box we brought out to the world through Kickstarter last year contained a lot of stuff, but in retrospect may have been a touch overwhelming to new players. The focus then was on creating a sandbox for players who wanted to create their own characters and crews, but it was too much stuff to make a smooth introduction.
The Day-to-Day Starter Box seeks to resolve that by adding our Introductory Episode Book, The Day-to-Day and keeping the cards and models strictly to those on the sample crew rosters included in the book. The three scenarios are meant to guide the players through progressively more involved Acts, composing a mini-campaign called an Episode. 

The Day-to-Day Starter Box is the perfect introduction to the miniature game, Broken Contract. Contained…

I Wanna Be Your Dog: Canines in DCC

Last year I started a Dungeon Crawl Classics group with my friends. For those that don't know, Dungeon Crawl Classics is meant to be D&D like it is 1975, and touts the catch phrase, "Deadliest Game Alive". During Character Creation one of the characters in our 0-level funnel came up as a herder with a herding dog. The dog, Fetch, has outlived their herder master, and became a beloved Character in a very lethal game. Not surprisingly, the players pushed for Fetch to have the ability to advance. Here is the first draft of the rules if you are interested in my take on Canine Player Characters in DCC.
I Wanna Be Your Dog Canines in Dungeon Crawl Classics by Nick Baran
Art by Nerdgore

You’re running a 0-Level Funnel for a group of players who are all dog people. One of the Characters comes up as a Herder with a Herding Dog, and before you know it, the dog is the most cherished member of the party. Treasure be damned, as long as the dog survives!

CANINE

Canines include any type …