A few years ago I tried to implement Angry GM's tension pool. TLDNR: Take one small
bowl and six d6. Add a die to the bowl every time the party takes a 'time consuming action.' When the players do something reckless OR the sixth die goes in, roll the pool. If there's a "1" there's a "complication." Worked OK. Players noticed when a d6 got added. It contributed to the tension. But I never got the hang of it so it slipped away.
But today I was wowed by a "new" mechanic from Goblin Punch: The Underclock. TLDNR: Set a counter to 20. Roll a d6 whenever the players "take time." Reduce the 20 by the amount of the roll. When it goes below 0: Encounter. There's more and I think I'm gonna implement it at my table this week to see how it goes.
So here's what provokes a roll: exploring a new area, passing through 3 explored areas, multiple skill checks in the same area, making noise, and taking a short rest. If the counter goes BELOW 0: encounter. If it goes to 0 exactly there's a shadowing event and it resets to 3. If it lands on 3 exactly there's a shadowing event. The link about provides a lot of the math.
Goblin Punch suggests exploding dice on the rolls and increasing the size of the dice after a rest (reflecting increased attention.) I'm rarely crazy about exploding dice but I like the increasing size thing. So Imma combine them. I'll start with a d4. Roll max amount the there's a step up AND a reroll. Also an increase after a rest.
So there it is. Not sure when this party goes underground again but this gets thrown into the mix at the soonest opportunity.
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