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[b]Wushu with d10s[/b]

Playing Wushu with d10s can be an easy conversion! Simply shift all the points from a 6 point scale to a 10 point scale:

  • 1 = 1 or 2
  • 2 = 3
  • 3 = 5
  • 4 = 6 or 7
  • 5 = 8
  • 6 = 10

This can allow more granular character advancement. One side effect of this is that a character is greatly crippled when a Flaw is invoked, since rolling 1 on d10 is much more difficult than rolling 1 on d6.

On solution is to increase the detail/dice cap: 5-7 in unimportant scenes and 10-14 for important ones. This makes the probabilities sync up better. (Eduardo Penna)

Another solution (borrowing heavily from the old Storyteller system) would be to use "botches": when a Flaw in played, any dice that roll a 1 count as failures and also cancel out another success. (Dev Purkayastha)

[b]Wushu with more traits[/b]

While Wushu by default promotes really broad traits, you could also declare that traits must be more narrow, therefore making it more important to earn more traits as your character advances. You should play up your character's effectiveness to whatever her archetype is, but have the mechanical effectiveness still grow with her traits.

For example: Your characterm Superspy Nadine, does know gun-fu and martial arts, because that is the expectation of the genre, and it makes sense for her to narrate such actions in such a manner, as per the Principle of Narrative Truth. However, those traits may be too broad for your preferred game. Perhaps she only as "Desert Eagle 5" and "Throws 4", and perhaps "Suave 3".

So, even as she might describe varying degrees of combat artistry, she will only be rolling at the unskilled default - 2 - unless she is specifically using specific traits (like gun-fu with her Desert Eagles; if she has her signature firearms taken away from her, she will have a harder time performing.) As she purchases more and better traits to cover more facets of her skills, she will become even more unstoppable.

[b]Making Mook Challenges more varied[/b]

In addition to the Threat Rating, add the following characteristics: Resistance, Damage and Time.

Resistance is the equivelent of mook defense; it's subtracted from all Yang successes made against the mooks. Damage is the amount of damage the mooks deal to each character in a round; each point of damage is negated by a Yin success. Time is a clock that ticks down, one notch for each round of the fight. After it reaches zero, everyone starts loosing 1 Chi additional turn, automatically. Having a time limit helps with the pacing- it limits the players who put all but one of their dice into Yin dice.

You can even make mooks that are similiar to subbosses like this. Given a low threat but relatively high Resistance and Damage (say, 3 and 2 respectively), and you have a Society of Assassins that is quite distinct from the Stormtroopers of the Nemesis (who may not offer any Resistance and only have a Danger of 1).


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Page last modified on March 23, 2005, at 12:21 PM