Hi! I really like the Deathrace system, but while implementing it for actual play I found a few points where I’m not completely sure how the rules are intended to work. Could you please clarify these?
- Rival position on the racetrack
The rules say Rival Racers are represented abstractly by their Speed Dice on the racetrack. Are those dice supposed to be physically moved from checkpoint to checkpoint during the race?
If so, what determines when a Rival advances to the next checkpoint? - Do Rival positions affect Checkpoint Rolls?
If one or more Rivals are at the same checkpoint as a PC, does that have any mechanical effect on the PC’s Checkpoint Roll, or is their position purely narrative and useful for determining who can interact/attack whom? - PC position during the race
The different Checkpoint Roll outcomes describe keeping pace, falling behind, encountering Hazards, etc., but they do not seem to specify exact movement on the racetrack.
Should a successful Checkpoint Roll always move a PC to the next checkpoint, while a failure leaves them at the current one? Or is the actual position intended to remain mostly narrative until the Finish Line? - Rivals and Checkpoint Rolls
Do Rival Racers make any equivalent of a Checkpoint Roll during the race?
The rules clearly explain their1d20 + Speed Dieroll at the Finish Line, but I could not find an equivalent procedure for moving them through earlier checkpoints. - What is the main purpose of eliminating Rivals?
Am I correct that reducing a Rival’s Speed Die or causing them to Crash mainly makes them less dangerous - or removes them entirely - from the final ranking at the Finish Line?
Or should eliminating Rivals also provide some immediate benefit to the party during earlier checkpoints? - Crash & Burn and “the lowest Speed Die among the Rivals”
This wording confused me a little. When a specific Rival is successfully damaged or impeded, the rule says to roll the lowest Speed Die among the Rivals.
Does this really mean the lowest die belonging to any remaining Rival, rather than the Speed Die of the Rival that was actually targeted?
For example, if I successfully hit a d12 Rival while another d4 Rival is still racing, do I roll the d4 to determine whether the d12 Rival crashes/degrades?
- Which Rival is affected by Crash & Burn?
If the Crash & Burn roll is based on the lowest Speed Die in the whole Rival group, is the Rival who was originally attacked still the one who crashes or loses a die step? Or does the result affect the Rival associated with that lowest Speed Die? - Burn Rubber vs abstract Rival damage
The d12 Boost Burn Rubber says it deals Severe damage to all d12 Rivals in Close range.
However, Rival Racers seem to be tracked only through Speed Dice rather than HP and damage thresholds.
How should Severe damage be resolved against a Rival during a Deathrace?
Does Burn Rubber simply trigger Crash & Burn for every affected d12 Rival?
- Multiple targets and Crash & Burn
Related to Burn Rubber: if an effect damages or impedes several Rivals at once, do you make one Crash & Burn roll for each affected Rival, or only one roll for the entire group?
Thanks!
Stefano