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dice-pool [2025/05/24 09:38] elindos |
dice-pool [2025/05/24 11:49] (current) elindos |
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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+). | ||
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=== 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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It is thus not possible to succeed at a difficulty above 6 if you have only one die (20 Skill Value). | 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. |
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+ | === Resting? === | ||
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+ | 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. | ||
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+ | 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.// | ||