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dice-pool [2025/05/24 09:38] elindos |
dice-pool [2025/07/27 14:38] (current) elindos |
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| === Dice Pool === | === Dice Pool === | ||
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| - | A Dice Pool can be converted from any value but is usually converted from a Skill Value. | ||
| Dice pool is usually represented in **a number of six-sided dice** and optionally **an extra die** of variable range. | Dice pool is usually represented in **a number of six-sided dice** and optionally **an extra die** of variable range. | ||
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| + | A Dice Pool can be converted from any value but is usually converted from a Skill Value. | ||
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| Skill Values are converted into a Dice Pool with the following formula: | Skill Values are converted into a Dice Pool with the following formula: | ||
| - | **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 go up to 4 dice at 80 Skill Value. |
| 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. | ||
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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 try to match that difficulty. |
| 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. | ||
| 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. | ||
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| + | 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). | ||
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| + | === 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 be 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.** | ||
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| + | 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 may be adjusted later.// | ||
