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That's a good idea, thanks. The game this core mechanic was taken from has a Momentum/Karma mechanic where characters earn 1 Momentum on each full success. 3 Momentum turn into 1 Karma and characters can have a max of 3 Karma.

Karma can be spent before the roll to:

  • Decrease the difficulty die (no lower than d4)
  • Increase the attribute die (no higher than d12)

Karma can be spent after the roll to:

  • Avoid taking strain

I really like that mechanic and it's fun at the table, but there's quite a bit of record keeping involved AND it was way too much to explain in this one page pamphlet! 

Perhaps I should create an addendum of optional rules and put that in there (along with the 2 attribute die when the role applies if you'd allow me to use it).

Ah, that makes sense.


Sure thing! Though I really borrowed it from D&D’s Advantage mechanic.