Difference between revisions of "Rules"
From The Hidden Room
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* All rolls are made using <code>d6</code> | * All rolls are made using <code>d6</code> | ||
* The possible outcomes for the roll are Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure | * The possible outcomes for the roll are Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure, depending on the Rating Tiers, below | ||
* The details for what these outcomes mean are found in the player action that causes the roll | * The details for what these outcomes mean are found in the player action that causes the roll | ||
* Difficulty for non-opposed rolls is determined by the following rubric: | * Difficulty for non-opposed rolls is determined by the following rubric: |
Revision as of 01:27, 10 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
d6
- The possible outcomes for the roll are Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure, depending on the Rating Tiers, below
- The details for what these outcomes mean are found in the player action that causes the roll
- Difficulty for non-opposed rolls is determined by the following rubric:
- Trivial:
5
, anyone can attempt this with at least Parity - Skilled:
10
, a knack or some training would be required for Parity - Difficult:
15
, only seasoned experts can attempt this with Parity - Impossible:
20
, Parity for this is beyond mere mortals
- Trivial:
- Difficulty for opposed rolls are determined by the opponents relevant 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
Combat
Combat Actions
Players can take a variety of actions during combat.
- Volley: Participate in ranged combat with a ranged opponent, which may include spells or weapons
- Melee: Participate in close combat with a close opponent, which may include spells or weapons
- Advance: Try to close with a distant opponent
- Retreat: Try to move away from a nearby opponent
- Prepare: Spend time doing something for a later advantage
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