5 hours ago, Cifer said:Meh. There are already ways of using advantages to improve future actions. I don't think more are needed, particularly not so extremely reliable ones.
Something like this is how I'd do it. Make it so that the Triumph isn't "banked," per se, but the effect is delayed until the character chooses to trigger it.
Think of the classic trope: two gunslingers face off. The hero gets the draw first and fires! ...and the villain is unharmed. "You missed!" He taunts the hero, shooting him callously in the side to wound him as he plays with his prey, taking a few jaunty steps forward. The hero looks up from his wound, smirking. "Did I?" And then, because the villain took those jaunty steps, the falling water tower that was damaged by the heroes' shot lands right on top of him.
That's how I think this'd work. The player dictates something his character set into motion with his Triumph/advantage, and then can trigger the narrative event at any time later that scene. The effect is determined at the time it's triggered, but it has to be something that the event could possibly cause. A Triumph is essentially the same as a Destiny Point in many cases, so gaining the ability to trigger a pre-determined narrative shift on the same scale as a Destiny Point without spending one doesn't seem too overpowered. But I haven't playtested it, so I'm not entirely sure.
But this does get around the problem of having banked symbols be used for crits and weapon qualities and additional autofire hits and things, because the event has already been determined, only the timing is left open.
Edited by Absol197