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dice-pool [2025/05/24 09:36]
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.
 +
 +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. // //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. //
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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 ===
  
-The dice are not used as a sum but as individual values.+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.
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 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 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.//