Draw Stealing (the best mechanics from other TTRPGs): "Critical Rewards" from Fabula Ultima's Opportunities
Hey, it's your friendly neighborhood homebrewer back with some more tools for your table! This time we're lifting an entire mechanic (almost) wholesale from another great TTRPG to bring a little chaos and player agency to your game
When a Character succeeds with a natural 19 or 20 on a Test out of combat, they automatically receive a success with a reward. It can be hard to come up with these on the fly, but the good news is that you don’t have to! Use the following rules for Critical Rewards instead to give players agency to decide their reward in the moment.
These homebrew rules are a lightly modified version of the Opportunities system in Fabula Ultima, which is a great game that you should check out if you need a break from Draw Steel! (This is not a sponsored post, I just wanted to provide proper attribution for an awesome mechanic).
Critical Rewards
When you roll a Characteristic Test and get a natural 19 or 20, you critically succeed! You automatically receive the best outcome possible and gain an additional reward.
You may pick an option from the list below or come up with a different twist that fits the current scene. The Game Master has final say on whether a reward is appropriate to the current situation.
Note that this is meant to apply to Characteristic Tests only — not Power Rolls in combat, as there is already a suitable reward (gaining an additional Main Action). Per Director approval, you may receive a Critical Reward in combat when you use a Maneuver to perform a Test.
| Reward | Details |
|---|---|
| Advantage | The next Check performed by you or an ally this scene receives a Double Edge |
| Affliction | A creature suffers a negative affliction, gaining a Bane on skill checks using a characteristic which you specify (agility, might, etc) for the rest of the scene |
| Bonding | You create a Bond towards someone or something. You gain an Edge when performing checks that interact with a creature or object with whom you have a bond. Assign an emotion to the Bond like “mistrust,” “affection,” “loyalty,” “hatred,” “reliance” (etc). The Bond lasts until no longer narratively appropriate or the player chooses to forsake it |
| Faux Pas | Choose a creature present on the scene: they make a compromising statement chosen by the person who controls them |
| Favor | Your actions earn you someone’s support or admiration |
| Information | You spot a useful clue or detail. The Game Master may tell you what it is or ask you to introduce the detail yourself |
| Lost Item | An item is destroyed, lost, stolen or left behind |
| Plot Twist! | Someone or something of your choice suddenly appears on the scene |
| Scan | You discovery a vulnerability, tactic or pitfall of a creature you can see |
| Unmask | You learn the goals and motivations of a creature of your choice |
I think this turns a moment that could be underwhelming (i.e. the Director is not prepared with an interesting reward, so you get something meh like an Edge on your next test) into a moment where the players can really shape and twist their own stories. Giving them the chance to choose their own reward and take a big swing means that the critical success — which only happens 3% of the time, mind you — really feels meaningful, and gives players a feeling of agency and ownership over their own narrative, connecting them more deeply to your world.
What rewards have you used at your table? What would you add to this list?