this post was submitted on 12 Nov 2025
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[–] MyTurtleSwimsUpsideDown@fedia.io 45 points 1 week ago (2 children)

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.

[–] JackbyDev@programming.dev 2 points 6 days ago

Also, to further reduce the chance of one player holding the character too long

If two players want to copilot a character that shit is on them to figure out. If they're disagreeing often enough about who should pilot when then it's gonna be a drag and shouldn't be done.

[–] piranhaconda@mander.xyz 30 points 1 week ago (1 children)

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.social 8 points 1 week 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.