these are things that are not included in the core commons version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on. most of Old Gus's and the community's content is removed in order to have a near-CSRD state what remains is the rules clarifications, errata, splicing together some information from secondary sources (like the Starter Set or from game authors on Twitter), and organizational assists things removed includes ideas that I like, but either plan to write my own way in the future, or again I just don't feel comfortable copying verbatim, especially if, for instance, I have my own process and don't need to advocate for a different one stuff that's likely to get folded into my core is arbitrarily numbered 300s instead of 000s
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--- _tmp/ccsrd.md 2025-07-23 09:56:12.091766112 -0500
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+++ _tmp/ccsrd.new.md 2025-07-23 10:02:27.972145215 -0500
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@@ -27795,7 +27795,7 @@
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::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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**Editor's Notes ---** Don\'t get hung up on the numbers here---the most important thing when adjudicating interactions
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between NPCs is that they seem logical and consistent with the setting and the story, so be holistic
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-when deciding what happens. The optional rules for [Effort for NPCs](#optional-rule-effort-for-npcs) can also affect
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+when deciding what happens. Optional rules for Effort for NPCs can also affect
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outcomes between NPCs in combat.
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:::
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@@ -28866,7 +28866,7 @@
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Advancement](#character-advancement)) to improve a follower, or is the completion of a [Character
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Arc](#choose-character-arc) like [Develop a Bond](#arc-develop-a-bond), [Instruction](#arc-instruction), or [Train a
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Creature](#arc-train-a-creature) required?
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-- Are [optional rules](#choose-optional-rules) like [Effort for NPCs](#optional-rule-effort-for-npcs) used?
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+- Are [optional rules](#choose-optional-rules) used?
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:::
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------------------------------------------------------------------------------------------------------------------------
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@@ -73796,7 +73796,6 @@
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Optional Rules
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-- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Modifying Creatures](#choose-modifying-creatures) [(OG-CSRD)]{.og-ref .og-ref-og}
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Related Sections
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@@ -74657,10 +74656,6 @@
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- [Blighted](#template-blighted) [(RR, 94)]{.og-ref}
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- [Celebrity](#template-celebrity) [(HNAM, 77)]{.og-ref}
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-Optional Rules
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-
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-- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
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-
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Related Sections
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- [Artifacts](#choose-artifacts) [(421)]{.og-ref}
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@@ -74739,65 +74734,6 @@
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- The NPC can [Captivate with Starshine](#ability-captivate-with-starshine){.og-ability}: for as long as they speak,
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they keep the attention of all level 2 or lower NPCs who can hear them.
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-::: {.alert .ps-4 .pb-0}
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-##### Optional Rule: Effort for NPCs [#](#optional-rule-effort-for-npcs){.og-h-anchor aria-hidden="true"}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-This section is based [Optional Rule: Effort for
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-NPCs](https://www.montecookgames.com/optional-rule-effort-for-npcs){.og-icon .og-mcg} by Monte Cooke.
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-
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-In addition to [GM intrusion](#gm-intrusion), this rule provides the GM with a way to allow [NPCs](#chapter-23-npcs),
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-[creatures](#chapter-22-creatures), or [followers](#followers) to use [Effort](#effort) just like PCs. An NPC using
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-Effort on an action temporarily increases their effective level. In [situations that don't involve
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-PCs](#a-closer-look-at-situation-that-dont-involve-pcs), Effort allows an NPC to rise to the occasion in a daring
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-[combat between NPCs](#special-situation-combat-between-npcs), or to succeed at a particularly daunting task. However,
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-because [the player always rolls](#rules-the-player-always-rolls), NPCs using Effort can affect the difficulty of the
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-PC's roll:
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-
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-- If an NPC uses a level of Effort to defend themselves, the PC's attack is hindered.
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-- If an NPC uses a level of Effort ease an attack or special ability, the PC's defense roll against it is hindered.
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-- If an NPC uses a level of Effort to increase damage and the PC fails their defense roll, the amount of damage
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- inflicted is increased by 3---or by 2, if it was an [area attack](#special-situation-area-attacks).
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-
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-###### Assigning Effort to NPCs [#](#optional-rule-effort-for-npcs-assigning){.og-h-anchor aria-hidden="true"} {#optional-rule-effort-for-npcs-assigning}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-In addition to [health and other modifications](#understanding-the-listings), assigning how much Effort an NPC can use
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-and how they use it is a great way to create dynamic individualized NPCs. The GM might assign a different types and
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-levels of Effort for different NPCs. When assigning Effort to an NPC, the GM should consider the following options:
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-
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-- **Effort from Health:** Some NPCs can spend 1 health point to use one level of Effort. This is a major expense to a
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- level 2 NPC, but a not a big deal to a level 6 NPC. This option is easy to account for, since health is already
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- defined in the creature's listing.
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-
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-- **Effort from Level:** Some NPCs can use one level Effort a number of times equal to their level. This is a little
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- trickier, requiring the GM to keep track of the NPC's available Effort. However, it might be a better method for
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- followers the PC accounts for.
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-
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-- **Multiple Levels of Effort:** A few NPCs might be able to use multiple levels Effort. An NPC can't use a number of
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- levels of Effort that exceeds their level, nor can they exceed the six-step limit for easing a task.
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-
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-- **Recovering Effort:** Persistent NPCs and followers should regain their ability to use of Effort, after a length of
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- time determined by the GM.
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-
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-###### Example NPCs with Effort [#](#optional-rule-effort-for-npcs-example-npcs){.og-h-anchor aria-hidden="true"} {#optional-rule-effort-for-npcs-example-npcs}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-- **Berserker Clan:** The GM creates a tribe of raging level 3 [berserkers](#npc-berserker) with **Effort from
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- Health**. Most of the berserkers can only spend one level of Effort at a time, but the GM allows the chieftain to
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- spend up to three levels of Effort, spending 1 health point for each level of Effort she uses. This allows the
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- chieftain to threaten the party's heavily armored warrior with deadly accuracy and damage. The GM also assigns the
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- chieftain additional health for her spend her Effort from.
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-
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-- **Werewolf Pack:** The GM creates a pack of level 4 [werewolves](#creature-werewolf) with **Effort from Level** and
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- **Multiple Levels of Effort**. Each werewolf might use their four levels of Effort differently: one level of Effort
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- four times, two levels of Effort twice, or four levels of Effort just once (or some other combination). The point is
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- that where, when, and how each werewolf uses their Effort becomes a source of drama within the story.
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-:::
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-
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------------------------------------------------------------------------------------------------------------------------
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#### Balancing Encounters [#](#balancing-encounters){.og-h-anchor aria-hidden="true"}
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@@ -75507,7 +75443,6 @@
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- [Curses](#weird-west-curses) [(HNAM, 60)]{.og-ref}
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- [Deck as d20](#weird-west-deck-as-d20) [(HNAM, 58)]{.og-ref}
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- [Dehydration](#dehydration) [(RR, 63)]{.og-ref}
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-- [Effort for NPCs](#optional-rule-effort-for-npcs) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Exposure](#exposure) [(RR, 62)]{.og-ref}
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- [Fairy Tale Rules](#choose-fairy-tale) [(WAAMH, 48)]{.og-ref}
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- [Fantasy Rules](#choose-fantasy) [(WAAMH, 48)]{.og-ref}
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