Difference between revisions of "Rules"

From The Hidden Room
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''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.''


* 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:
* 'Parity': When a player is making a roll with ratings within 5 of the relevant opponent rating, the actor and their rolls are considered to have "Parity". This means that when the player rolls 1d6:
** 1 is a Minor Setback for the actor.  
** 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.
** 2-5 is a Minor Success for the actor. The outcome is detailed in the action taken.

Revision as of 23:50, 9 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

Opposition 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 ratings within 5 of the relevant opponent rating, the actor and their rolls are considered to have "Parity". This means that when 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