Monday, February 03, 2025

Proposal: Cash Me Outside

In the rule “Bounties (Heists) {M}”, replace the text “If a Mastermind credit” with “If a Mastermind believes”.

In the rule “Teams and Targets {I}”, add a subtitle name “Apprentices {I}” with the following text:

Each non-Mastermind may have the Apprentice Characteristic. Participants who have the Apprentice Characteristic are known as Apprentice Participants.

If there is at least a quorum of non-Mastermind Participants whose Triumphs are greater than all of the non-Mastermind Participants’ Triumphs outside that group, then that group of Participants are known as the Professionals. The Professional Level is the lowest value of Triumphs among the Professionals’ Triumphs if the Professionals exist, otherwise the Professional Level is 0.

If a Participant has fewer Triumphs than the Professional Level, that Participant may add the Apprentice Characteristic to themselves.

If a Participant’s Triumphs are at least equal to the Professional Level, that Participant may not have the Apprentice Characteristic.

In the rule “Retirement {I}” replace the text of that rule with the following:

Retirement Threshold and Early Penalty are derived numbers based on the following:
* If a Participant is an Apprentice Participant, their Retirement Threshold is equal to the largest value of Triumphs among all Participants, and their Early Penalty is 0.
* If a Participant is not an Apprentice Participant, their Retirement Threshold is equal to that Participant’s Triumphs, and their Early Penalty is 1.

As a Heist Action, a Participant may attempt to Retire by rolling DICE20 (in addition to the normal roll required to complete a Heist Action). If that Heist Action is successful and the result of that DICE20 roll is less than that Participant’s Retirement Threshold, then that Participant has successfully Retired and may award themselves the Retired Characteristic; if that Heist Action is not successful, or the result of that DICE20 roll is greater than or equal to the Participant’s Retirement Threshold, then that Participant has failed to Retire and subtracts their Early Penalty from their Triumphs, to a minimum of 0 Triumphs.

In the same rule, add a subrule named “Cashing Out {I}” with the following text:

Apprentice Threshold is twice the sum of the Triumphs of all Apprentice Participants.

Cash Out is an atomic action with the following steps, where the Participant performing the action is considered the Attemptee in that instance:
* Roll a DICEX, where X is one of the following:
** If that Attemptee is an Apprentice Participant, X is the Apprentice Threshold or 1, whichever is greater.
** If that Attemptee is not an Apprentice Participant, X is three times that Attemptee’s Triumphs minus the sum of the Triumphs of all other Participants who have the Retired Characteristic, to a minimum of 1.
* If the result of that roll from the preceding step is less than or equal to the Triumphs of that Attemptee, that Attemptee achieves victory.

A Participant who has the Retired Characteristic may perform Cash Out if they haven’t done so since the last time any Participant gained the Retired Characteristic or it’s been 96 hours since they last performed Cash Out.

This allows Participants who have lower Triumphs than a quorum to be more likely to successfully Retire than the original Retire requirements, the success being greater as the Triumphs leader increases their Triumphs, and failure isn’t as punishing for them. They also have a reasonable chance at winning after being Retired. Participants in the quorum of higher Triumphs, especially ones who have significant leads, have a lower chance of winning if they try to Cash Out right away, and have a better chance of winning as more Participants become Retired, especially if the other Retired have higher Triumphs rather than lower Triumphs. The risk is a chance that the recently Retired might achieve victory first.

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