Using in Play
Texto
Opportunity gives GMs and players a chance to add narrative flair to their checks and activate additional abilities. However, it can also create a feeling that one needs to examine every possible option for on a check. It can be a lot of pressure to be creative on the spot—but it doesn’t need to be.
Remember that the default options from Table 8–1: Spending (see page 328) are always available. Assisting another character on a similar subsequent check (for if the first character fails their check or if the first character succeeds on their check), for instance, is always useful. More importantly, it can make for a simple but effective narrative moment of two characters working in concert to overcome a challenge before them that fits in nearly any context. Maybe one character calls out a warning to the other, letting them cut down a foe they wouldn’t have seen. Perhaps it is as simple as the two exchanging a reassuring glance before going into a challenging negotiation. While long descriptions can bog down play, even a short aside about how a character is helping a comrade can enrich the story by underscoring the bond (or tensions) between them. These little moments can help to reinforce their relationship, and they are sometimes more memorable in the long run than even the more narratively pivotal scenes when taken as a whole.
A player or the GM can even poll the group for ideas for using , asking if anyone else has an idea for how to spend it, narratively or mechanically. Sometimes, the GM or another player will have a good idea already in mind.
Above all, whether you’re a player or GM, try not to stress out over . If you can think of a good use for from one of your abilities or a relevant table, use it. If you have a great, creative idea to use , pitch it to the group. And if you can’t think of anything, use one of the basic options from Table 8–1: Spending (see page 328) or let it go unused (in the case of minion NPCs especially).
Texto do livro
Core Rulebook · Chapter 7: The Game Master › Running the Game › Applying Advantagesand Disadvantages · p. 296 p. 298
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Opportunity gives GMs and players a chance to add narrative flair to their checks and activate additional abilities. However, it can also create a feeling that one needs to examine every possible option for on a check. It can be a lot of pressure to be creative on the spot—but it doesn’t need to be.
Remember that the default options from Table 8–1: Spending (see page 328) are always available. Assisting another character on a similar subsequent check (for if the first character fails their check or if the first character succeeds on their check), for instance, is always useful. More importantly, it can make for a simple but effective narrative moment of two characters working in concert to overcome a challenge before them that fits in nearly any context. Maybe one character calls out a warning to the other, letting them cut down a foe they wouldn’t have seen. Perhaps it is as simple as the two exchanging a reassuring glance before going into a challenging negotiation. While long descriptions can bog down play, even a short aside about how a character is helping a comrade can enrich the story by underscoring the bond (or tensions) between them. These little moments can help to reinforce their relationship, and they are sometimes more memorable in the long run than even the more narratively pivotal scenes when taken as a whole.
A player or the GM can even poll the group for ideas for using , asking if anyone else has an idea for how to spend it, narratively or mechanically. Sometimes, the GM or another player will have a good idea already in mind.
Above all, whether you’re a player or GM, try not to stress out over . If you can think of a good use for from one of your abilities or a relevant table, use it. If you have a great, creative idea to use , pitch it to the group. And if you can’t think of anything, use one of the basic options from Table 8–1: Spending (see page 328) or let it go unused (in the case of minion NPCs especially).
