Difference between revisions of "Rules"

From The Hidden Room
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* All rolls are made using the formula: <code>d6 + ''Some Rating''</code>
* All rolls are made using the formula: <code>d6 + ''Some Rating''</code>


==Opposition Tiers==
==Rating Tiers==


''To reduce the impact of small incremental differences and increase the impact of large incremental differences.''
''To reduce the impact of small incremental differences and increase the impact of large incremental differences.''
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** 6 is a Minor Setback for the actor
** 6 is a Minor Setback for the actor


The details for what Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure do are defined in each of the actions and activities that produces opposed rolls.
The details for what Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure do are defined in each of the actions and effects that produce die rolls.


=Combat=
=Combat=

Revision as of 00:21, 10 October 2023

Main Page > Rules

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

Rating Tiers

To reduce the impact of small incremental differences and increase the impact of large incremental differences.

  • Parity: When a player is making a roll with rating within 5 of the relevant opposed rating, the roll is considered to have "Parity". This means that when the player rolls 1d6:
    • 1 is a Major Setback for the actor
    • 2-3 is a Minor Setback for the actor
    • 4-5 is a Minor Success for the actor
    • 6 is a Major Success for the actor
  • Superiority: When a player is making a roll with rating 5 or more above the relevant opposed rating, the roll is considered to have "Superiority". This means that when the player rolls 1d6:
    • 1 is a Minor Setback for the actor
    • 2-4 is a Minor Success for the actor
    • 5-6 is a Major Success for the actor
  • Supremacy: When a player is making a roll with rating 10 or more above the relevant opposed rating, the roll is considered to have "Supremacy". This means that when the player rolls 1d6:
    • 1 is a Minor Success for the actor
    • 2-5 is a Major Success for the actor
    • 6 is a Complete Victory for the actor
  • Inferiority: The opposite of "Superiority", when a player is making a roll with rating 5 or less below the relevant opposed rating, the roll is considered to have "Inferiority". This means that when the player rolls 1d6:
    • 1-2 is a Major Setback for the actor
    • 3-5 is a Minor Setback for the actor
    • 6 is a Minor Success for the actor
  • Inadequacy: When a player is making a roll with rating 10 or less below the relevant opposed rating, the roll is considered to have "Inadequacy". This means that when the player rolls 1d6:
    • 1 is a Complete Failure for the actor
    • 2-5 is a Major Setback for the actor
    • 6 is a Minor Setback for the actor

The details for what Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure do are defined in each of the actions and effects that produce die rolls.

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