I will tell you about a way to perform basic rolls you going to be simple and elegant:
simply thrown two dice of 6 and stayed with the child.
I will denote this as m2d6
And this spread can add basic bonuses attributes and skills, but to make the sum of attribute and skill no more than 6 points that random shot makes sense.
System Attributes: -2 to +2
Skills: from 0 to 5
Basic Edition: Attribute + Skill +
m2d6 Difficulty: from 1 to 10 (with the possibility of getting scores higher). Examples of runs
: Attribute
force +2 Skill 4
blacksmith make a sword normal: difficulty 5
Make a good sword difficulty 8
masterpiece (you can enchant weapon): difficulty 10
We pull and get m2d6 +2 +4 + (5, 1) = 7
got 7 points, our sword is better than average, this sharp and balanced, ideal for an adventurer novice or an army sergeant, but certainly not a good gift for the King, our work may disappoint with mediocre.
If the same blacksmith tries again and gets thrown distinct
m2d6 +2 +4 + (3,6) = 9
This time you get a weapon of exceptional quality, worthy of a gentleman a noble, but does not meet the requirements sufficient to to be haunted.
can also add circumstantial malus or bonus material or tools used: say you're using enamel, which gives an automatic +3 the quality of the sword and throw it again:
m2d6 +2 +4 + (4.2) + 3 = 11
obtain a masterpiece, even better than the swords that can be enchanted this sword may already have magical bonuses alone, due to their intrinsic quality (+1 to attack or damage would be enough). Increases
For every point we get in the shot above 10, we get an increase . So that we can use? For the player to choose an additional advantage in their circulation.
For example, the sword before he obtained 11 points, you get a raise, decide to give the smith that has a +1 to damage.
If we are shooting with a sniper rifle to a politician at a rally and get 13 on the run, we have 3 increases, which the player can choose, for example, give the guy in the head and that this burst of my pieces ( that consume three times) or we can allocate them in less dramatic benefits, such as the low is embedded in a vital spot and instantly kills the guy (1 increase), plus it leaves no hint of where the bullet could have come ( 2 increases). What gives you more time murderer to remove the medium.
As use increases
Players are the ones who decide what to do with the increases, and is the master who tells them the cost increases that cost to do this or that thing
For example: A espadazo a orc 2 increases can cause the player wants to cut his head at once, but the master decided that it needed more increases, so the player is satisfied with the sword impales the orc and then kick back violently, making double damage than it normally would (that will consume the two increases). Generally
- a single increase and should be a significant advantage, but not decisive (to cut a diamond with a raise, make your money grow by 10% of the originally proposed). A good use of a single increase is a little better your attack speed to act before that of your enemy ... Or just throw your imagination;)
- Two increases should provide an equivalent benefit to a critic, doing double damage on attack, do it before your opponent least Chuck sack you (even faster than with a only increase.) A lightning attack with a katana sheathed the enemy has not seen it coming. Three
- increases fall within the scope of the phantom Wounding an enemy's vital spot and leave maimed or disabled for the remainder of combat, decapitating the enemy and kill him directly. Three increases in a circulation of books in a library search may take up to a hidden section of the library where books are stored prohibited.
should not be allowed more than 3 increases, the system gives us the maximum you get is +2 per attribute per skill +5, and +6 for the dice, total 13 points, three raises.
blunders, critics and further increases
If both dice pull a double one (1.1), is considered a blunder , our roll automatically fails and is considered of value 0, regardless of the bond we have for other things.
If both dice pull a double between 2 and 5 (2.2) (3.3), (4.4), (5.5) tells us how an increase in price. Even if the roll fails, we use the increase to offset the failure. our action, but do not take more than 10 in the result.
If both dice pull a double 6 (6.6), we counted as two additional increases but not overcome the 10, taking into account that if it raises us above 3 increases, we lose the excess increases, or may not be the epic of the scene requires.
So for example: St George launches a blow against the dragon with his Sword +2 strength and 5, and gets a double 6 in m2d6, the value of the roll is m2d6 +2 +5 + (6,6) = 13 , 3-fold additional increases +2 Double Take 6, A total of 5 increments. Normally the master acotarĂa increases to 3, but since it faces a huge dragon, decides to leave the 5 increases, that St. George used to decapitate one stroke the dragon's head with his sword.
Other examples
Pentagon Web Hack: +2 Intelligence, Hacking 5, 10
difficultyCirculation: +2 +5 + m2d6 (6.5) = 12
Two increases, we snuck up in the kitchen and see the secret photos of Bush and Aznar in privacy.
Build a Balloon cowhides: +1 Expertise, Engineering 4, difficulty 9
Circulation: +1 +4 + m2d6 (3,5) = 8
not get it by little, our globe seems to work well, but at some inopportune moment any seam will open and we will be wasting gas and falling to the ground.
Why throw two dice and catch the lowest?
Because that makes it much easier to get mediocre runs, including a master with 5 +2 on skill and an attribute, which has 7 points, if roll the dice and gets a 1 only get 8 points and do a good job, though not a masterpiece.
plain little to people, say -1 and ability to attribute 2, rolling dice and getting a 1 causes only get 2 points, almost certainly not useless, but people are trained and equipped little unusual to get good results on what to do. Maybe get lucky and get a 6 on the dice and give him a total of 7 points (-1 +2 +6), but most likely fail miserably. Waypoints
destination points can be used to improve a circulation AFTER seeing the results and see that it is a churro. By using a destination, rather than take the dice lower, take the highest.
This is not always assured us that using the destination point is beneficial to us (if you roll a 2 and 3 because it gives you almost the same) but if you roll a 2 and 5, things may improve.
How many destinations are the characters and how recover? That is the master who decides. A good recommendation is to give two points for adventure and to be recovered to finish this and start a new one. Conclusions
Well I took a sleeve that has a little of everything, blunders, critical variables, many possibilities of failure for poor people and destinations to improve the survival of the characters. Needless to say, not proven, it just made it up, but it could be a bit of playtesting and see if it works well.
define and divide the attributes and skills and I leave you, but I recommend you all join attributes between +2 and all are dealt 2 skill points for each skill you have in the game (20 points for 10 skills for example).
So far for today, hope that you liked geek article, see you at another time.
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