I tried the whole
reducing damage to gain effects from the first post and it didn't work because in game, people would rather inflict more damage since that means getting closer to winning.
But I tried a few other ideas that worked great!
Idea 1 – Momentum:
- Every time you fail a roll, you gain a special colored d6.
- Before any roll (to hit, saving throw, skill check) you may spend any number of these d6s to roll them and add the results as a bonus.
Idea 2 – Stunts:
- Before you roll, you may make the roll harder to gain bonus effects.
- Give your target a d6 bonus to add to their defense.
- For every d6 you give, you gain a bonus effect if your roll succeeds.
- Effects include: inflicting conditions, free Move actions, more damage. Effect may depend on the class you're playing.
This worked really well! But it made the players more powerful and invalidates certain Feats but these issues are easily compensated for.
But the benefit of my original idea was that you can make decisions after you roll. Roll, see the results, then spend effects. With these new ideas, you must make a decision before rolling. Which sometimes can cause analysis paralysis. So...
Idea 3 – Momentum & Stunts Work Together:
- AND you can spend Momentum to perform a Stunt after you make a roll without giving your opponent a D6 to their defense.
- Stunts are a way to purposefully make rolls harder for yourself in exchange for bonus effects AND if you fail, you gain Momentum!