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dice-pool [2025/05/24 09:35] elindos |
dice-pool [2025/05/24 11:49] (current) elindos |
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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. | 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 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 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. | ||
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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.// | ||