Difference between revisions of "Rules"
From The Hidden Room
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=Die Mechanics= | =Die Mechanics= | ||
==Player Rolls== | |||
''Only players make rolls. The target number depends on the type of roll being made." | |||
==Rating Rolls== | |||
* All rolls are made using the formula: <nowiki>d6</nowiki> + ''Some Rating'' | |||
==Opposition Tiers== | |||
''To reduce the impact of small incremental differences and increase the impact of large incremental differences.'' | |||
* When a player is making a roll with ratings within 5 of the opponent, they are considered to be "On Tier". This means that the player rolls 1d6: | |||
** 1 is a Minor Setback for the actor. | |||
** 2-5 is a Minor Success for the actor. The outcome is detailed in the action taken. | |||
** 6 is a Major Success for the actor. The outcome is detailed in the action taken. | |||
* When a player is more than 5 above the other side, that actor is considered "Superior". When they roll a d6 | |||
=Combat= | =Combat= |
Revision as of 23:47, 9 October 2023
Stats
Grace
Improves
Die Mechanics
Player Rolls
Only players make rolls. The target number depends on the type of roll being made."
Rating Rolls
- All rolls are made using the formula: d6 + Some Rating
Opposition Tiers
To reduce the impact of small incremental differences and increase the impact of large incremental differences.
- When a player is making a roll with ratings within 5 of the opponent, they are considered to be "On Tier". This means that the player rolls 1d6:
- 1 is a Minor Setback for the actor.
- 2-5 is a Minor Success for the actor. The outcome is detailed in the action taken.
- 6 is a Major Success for the actor. The outcome is detailed in the action taken.
- When a player is more than 5 above the other side, that actor is considered "Superior". When they roll a d6
Combat
Combat Tiers
Reduces granular impact while keeping large scaling potential.
- Combat rolls are treated as opposed tiers for the purposes of automatic success, automatic failure, and rolling dice.
Core Stats
These stats are the one-stop-shop for combat.
Accuracy
How well you can hit something.
- Opposes the avoidance rating of the target for targeted attacks
- Reduces range penalties for ranged attacks
Avoidance
Not getting hit.
- Opposes the accuracy rating for targeted attacks
- Provides movement when diving for cover for area attacks
Damage
Hurting something you hit.
- Opposes deflection for non-penetrating attacks
Deflection
Getting hit but not getting hurt.
- Opposes damage for non-penetrating attacks
Support Stats
These stats are what contribute to core stats.
Size
Size is a major predictor of avoidance, deflection, and damage