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dice-pool [2025/05/23 19:51]
elindos
dice-pool [2025/05/24 11:49] (current)
elindos
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 **First a number of six-sided dice:** with 1 dice every 20 points. This can up to 4 dice at 80 Skill Value. **First a number of six-sided dice:** with 1 dice every 20 points. This can up to 4 dice at 80 Skill Value.
  
-Then, and only for Characters above 80 Skill Value, **an extra die:** the extra dice is d6 for 100 points, d8 for 120 points, d10 for 140 points, d12 for 160 points, and d20 for 180 or more points.+Then, and only for Characters above 80 Skill Value, **an extra die:** the extra die is d6 for 100 points, d8 for 120 points, d10 for 140 points, d12 for 160 points, and d20 for 180 or more points.
  
-//Example: a character with 120 Skill Value will have 4d6 and in addition one d8 as extra die.//+If the character has less than 20 Skill Value, then he/she will only receive 1d4 as extra die and no d6. 
 + 
 +//Example: a character with 120 Skill Value will have 4d6 and in addition one d8 as extra die. A character with 40 Skill Value will have 2d6. //
  
 === Difficulty === === Difficulty ===
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 It is expressed with a positive sign (such as 3+ or 4+). It is expressed with a positive sign (such as 3+ or 4+).
- 
  
  
 === Testing against Difficulty === === Testing against Difficulty ===
 +
 +In the usual situation of dice roll tests, dice are not used as a sum but as individual values.
  
 Testing against a Difficulty means rolling your entire dice pool and trying to match that difficulty. Testing against a Difficulty means rolling your entire dice pool and trying to match that difficulty.
  
-For instance, if you roll against a Difficulty of 3+ and have 3d6 in your Dice Pool, you roll all three dice and score one success for every die that has at least 3 in its individual result.+If you roll against a Difficulty of 3+ and have 3d6 in your Dice Pool, you roll all three dice and score one success for every die that has at least 3 in its individual result.
  
-Extra die, if you have any, is also tested this way. It can add more successes or help to reach very high difficulties.+The extra die, if you have any, is also tested this way. It can add more successes or help to reach very high difficulties
 + 
 +The test is always successful if you have at least one success, but in case of more successes it will mention the consequence of it
  
 === Difficulty above 6 === === Difficulty above 6 ===
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 In the very rare situations where because of modifications a difficulty becomes above 6 then a pair of 6s is automatically converted into an automatic success. In the very rare situations where because of modifications a difficulty becomes above 6 then a pair of 6s is automatically converted into an automatic success.
  
-It is thus not possible to succeed at a difficulty above 6 if you have only one die.+It is thus not possible to succeed at a difficulty above 6 if you have only one die (20 Skill Value).
  
 +
 +=== Testing as total score ===
 +
 +In some rare cases, the dice pool is directly used as a total score. In that case all dice are rolled and we make the sum of their individual values. The result will the the **total score**. ​
 +
 +When tested as a total score, there is no success or failure, unless the total score itself is then tested as such.
  
 === Resilience === === Resilience ===
  
-Dice Pools also express a Resiliecne that is sometimes used as a way to see how many times that attribute was tested, and represent some aspect of "​Fatigue"​ that affects this value.+Resilience is a rule which is optionally used by a test. 
 +All Dice Pools also express a Resilience.
  
 **Every 10 points in Skill Value gives 1 point in Resilience.** **Every 10 points in Skill Value gives 1 point in Resilience.**
 +
 +That is sometimes used as a way to see how many times that attribute was tested, and represent some aspect of "​Fatigue"​ that affects this value.
  
 Resilience has a base which is its starting value, and can be drained, and then restored, or even exceed its maximum in rare situations. Resilience has a base which is its starting value, and can be drained, and then restored, or even exceed its maximum in rare situations.
  
-Usually an Away Team will drain its Resilience when it tests that attribute.((''​Whenever a dice Pool is tested, this can also "​drain"​ 1 point in Resilience (usually whenever there is a (-) notation). If Resilience is already at zero before being drained, then the element tested is considered Fatigued and the roll is made with +2 in its difficulty.''​)) ​a fatigued score in resilience can result in increased difficulty for that roll.+Usually an Away Team will drain its Resilience when it tests that attribute. A fatigued score in resilience can result in increased difficulty for that roll. ((''​Whenever a dice Pool is tested, this can also "​drain"​ 1 point in Resilience (usually whenever there is a (-) notation). If Resilience is already at zero before being drained, then the element tested is considered Fatigued and the roll is made with +2 in its difficulty.''​)) ​
  
 Resilience drain only happens when a test is mentioned with a (-) notation, and Resilience is then drained for one point by - mentioned in that notation. ​ Resilience drain only happens when a test is mentioned with a (-) notation, and Resilience is then drained for one point by - mentioned in that notation. ​
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 Resilience is usually not drained in tests that do not mention this notation. Resilience is usually not drained in tests that do not mention this notation.
  
-Resilience can usually be recovered once a team, character or asset is back at at colony and no longer tests this specific attribute, with one point recovered per day.+Resilience can usually be recovered once a team, character or asset is back at at colony and no longer tests this specific attribute, ​**with one point recovered per day** of rest in the Colony. 
 + 
 + 
 +=== Resting? === 
 + 
 +The Resilience mechanic implies that an Away Team has an interest in resting before going back to a new mission. This refines the production and exploitation mechanic.  
 + 
 +A player could use an alternate Away Team, or disband that team (losing its team experience) and set up another. 
 + 
 +Characters too have their Stamina which they should recover, and with time we will also develop a Resilience impact on their individual skills. 
 + 
 +//Note: conversion values and balance of dice rolls can be adjusted later.//