• MyTurtleSwimsUpsideDown@fedia.io
    36·
    1 day ago

    Agreed, give a chance to flip at the beginning of every turn, since that’s when reactions and a lot of 1-turn effects end.

    Also, to further reduce the chance of one player holding the character too long and to add a little fun tension: instead of a coin flip, in order to take over, the player not presenting makes an unmodified DC10 check that decreases by 1 with every failure and resets on a success.

    • piranhaconda@mander.xyz
      25·
      1 day ago

      Also makes sense that in higher stress situations like combat, they’d be fighting for control more frequently than when they’re chilling in camp.

      • Manjushri@piefed.socialEnglish
        6·
        23 hours ago

        Might be fun to add a check to it. Maybe something akin to a concentration check that they have to roll when they take damage to hold on to their connection to their patron. Failure means they flip.