• MyTurtleSwimsUpsideDown@fedia.io
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    1 day ago

    Agreed, give a chance to flip at the beginning of every turn, since that’s when reactions and a lot of 1-turn effects end.

    Also, to further reduce the chance of one player holding the character too long and to add a little fun tension: instead of a coin flip, in order to take over, the player not presenting makes an unmodified DC10 check that decreases by 1 with every failure and resets on a success.

    • JackbyDev@programming.dev
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      5 hours ago

      Also, to further reduce the chance of one player holding the character too long

      If two players want to copilot a character that shit is on them to figure out. If they’re disagreeing often enough about who should pilot when then it’s gonna be a drag and shouldn’t be done.

    • piranhaconda@mander.xyz
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      1 day ago

      Also makes sense that in higher stress situations like combat, they’d be fighting for control more frequently than when they’re chilling in camp.

      • Manjushri@piefed.social
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        1 day ago

        Might be fun to add a check to it. Maybe something akin to a concentration check that they have to roll when they take damage to hold on to their connection to their patron. Failure means they flip.