12 December 2015

A) The Dicepool:


The Double-it & The Max-10 Rule:
Double-it: Instead of rolling the dice again with the "roll-again" rule; we double a success with our "double-it" rule.
Max-10: No matter how big your dicepool; you never roll more than 10 dice! If you generate at least one success with your dicepool; then your dicepool above 10 is added as sure successes.

The Threshold & The Penalty Rule:
Threshold: The number of successes you must subtract from the successes rolled in order to calculate your effective successes.
Penalty: The number of dice you must subtract from your dicepool before rolling the dice.

The Chance-Dice Rule:
A chance-dice delivers one success on both a roll of 9 and 10 (not just on a 10). It dosn't use the double-it rule. And still delivers a Critical Failure on a roll of 1.


The Default Rule:
Use the default rule when you need to determine your "degree of success" in a "non-dramatic situation". Instead of rolling your calculated dicepool you choose the lowest rank of "the attribute" and "the skill" that composites your dicepool. The chosen rank is then used as your number of successes. For every third bonus or penalty applied to the test, all in all, you modify the result by one.

The Action Rule:
When applying the action rule; the first dice of your dicepool is an automatic success. The rest of your dice you roll normally adding any successes rolled.


The Equipment Rule (items):
Bonuses from non-weapon items are limited to range from +1 to +3. To calculate the new bonus, half the old bonus and round it up (+1 and +2 = +1; +3 and +4 = +2; +5 = +3).

The 3-2-1 Rule (untrained):
Untrained mental skillrolls have a -3 penalty.
Untrained physical skillrolls have a -2 penalty [not -1].
Untrained social skillrolls have a -1 penalty.


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