Difference between revisions of "B-Grade Basic Rules"

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Basically the ORE system but heavily converted.
 
Basically the ORE system but heavily converted.
 
=='''BASIC RULES'''==
 
=='''BASIC RULES'''==
*The basic dice mechanic of ORE provides all of the information needed to determine the speed and result of an action with a single roll, rather than the multiple sequential rolls found in many other systems.
+
*The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a '''single''' roll.
 
*'''The Cardinal Rules'''
 
*'''The Cardinal Rules'''
 
*#Roll only when you need to. There's no sense in rolling for trivial tasks.
 
*#Roll only when you need to. There's no sense in rolling for trivial tasks.
*#You CAN roll more than 10 dice. ''(unlike normal ORE rules)''
 
 
*#Round down. Whenever dividing or averaging results in a fractional result, round down.  
 
*#Round down. Whenever dividing or averaging results in a fractional result, round down.  
 
*'''Dice Pool'''
 
*'''Dice Pool'''
 
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice.  
 
*Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice.  
*The dice pool for any action is the appropriate STAT + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.
+
*The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawl Skill of 4. To hit someone in hand-to-hand combat, Wolfman's player generally rolls 7d10 (3 from Body and 4 from Brawl).  
+
**eg. Wolfman Jackson has a Body Stat of 3 and a Brawling Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawling).  
  
 
==='''STATS AND SKILLS'''===
 
==='''STATS AND SKILLS'''===
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==='''SETS AND WIDTH, HEIGHT AND AREA'''===
 
==='''SETS AND WIDTH, HEIGHT AND AREA'''===
*When a player rolls dice, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it's described (Area is calculated by multiplying width and height together). The Width of a set is how many dice came up matching, while the Height is what number is matched.
+
*When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it's described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it's height is 5. This is written as a 3x5 set. The area of the set is 3 times 5 = 15.
+
**eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it's height is 5. This is written as a 3x5 set.  
*Sets indicate a number of things about the roll. The Area of the Set indicates, in general, how quickly the task is performed (like initiative), the width of the set determines how successful the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Large area sets are faster, and wider sets are more successful. Tall sets (in height) are successful in most difficult situations.  
+
*Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations.  
*As you probably guessed, if your roll results in no Sets, your attempt to perform a task fails.  
+
*If your roll results in no Sets, your attempt to perform a task fails.  
 
 
==='''DEGREES OF SUCCESS'''===
 
*Different width sets represent different degrees of success
 
**Width2 = minimal success
 
***Success occurs but it takes time, generally a few units of time (such as 3 rounds later). ''You slam the door repeatedly with your shoulder. It finally comes crashing down''
 
***In combat, you get a small bonus to your next attack plus an extra benefit that you choose from a list (such as causing a point of shock on your foe).
 
*Width3 = adequate success
 
***The Success occurs this round. ''The door crashes to the ground.''
 
***In combat, you will cause 1 wound plus an extra benefit that you choose from a list (such as bonus dice next attack, etc)
 
*Width4 = good success
 
***The success occurs this round and something extra happens. ''The door crashes to the ground, flat-footing the ninjas waiting in the room beyond''.
 
***In combat, you will cause 2 wounds plus an extra benefit that you choose from a list (such as disarming your foe, etc)
 
*Width5 = spectacular success. ''The door crashes to the ground, crushing the two ninjas waiting in ambush in the room beyond''.
 
***The success occurs this round and something truly spectacular happens.
 
***In combat, you will cause 3 wounds plus an extra benefit that you choose from a list (such as knocking out your foe, etc)
 
  
 
==='''DIFFICULTY'''===
 
==='''DIFFICULTY'''===
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the tallest set of width2 that can be rolled that is still considered to be a success. Widths of 3 or greater automatically beat the difficulty rating (as they are rare enough as it is).
+
*Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest height that can be rolled that is still considered to be a success.  
**Example: Wolfman Jackson is trying to break down a door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman's result will need to have a height of 5 or more to succeed if he rolls only a width2 success. Heights of 1 to 4 on Width2 Sets will fail in this task. Width3 or greater sets will automatically succeed.
+
**Example Difficulties
 +
***Minor stumbling block: diff 2
 +
***Typically difficult: diff 3
 +
***Imposing: diff 4-5
 +
***Appallingly hard: diff 8
 +
*Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.
 +
**Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.
  
==='''Static and Dynamic Contests'''===
+
==='''STATIC AND DYNAMIC CONTESTS'''===
 
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.
 
*Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.
  
 
==='''OTHER THINGS'''===
 
==='''OTHER THINGS'''===
*Multiple Actions
+
*'''Multiple Actions'''
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you'll need to decide which action you wish to perform). There is a -1d penalty to dicepool for multiple actions.
+
**Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you'll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action.
*Working Together
+
***eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.
**Characters can cooperate to perform a task, provided two requirements are met:
+
*'''Working Together'''
**#The task can be accomplished in a cooperative fashion.
+
**Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.
**#The combined dice pools are for the same Stat + Skill.  
+
**To cooperate on a static contest, the 'main character' rolls first. Then the 'helper' rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these 'helper ED' to make matches with the dicepool he has already rolled.  
**To cooperate on a static contest, the two characters simply combine their pool, and the pool is rolled normally. This method is also used for dynamic contests where time is not a factor. In dynamic contests where time is a factor, both individuals roll separately, and combine their hands for the best set (however, one character must get at least one set, or the attempt fails).
+
**Note that a helper can provide more than 1 ED to the main character's dicepool.
 +
***eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.
  
 
==='''SPECIAL DICE'''===
 
==='''SPECIAL DICE'''===
*There is one '''special dice''' available in B-GRade: Hammer-time Dice (HT dice)
+
*There are 2 '''special dice''' available in B-Grade: Expert Dice (ED) and Hammer-time Dice (HtD)
*Hammer-time Dice (HD)
+
*'''Expert Dice (ED)'''
 +
**A die that you set the height of before you roll.
 +
*'''Hammer-time Dice (HTD)'''
 
**Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit.   
 
**Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit.   
**Furthermore, Hammer-time dice "buy off" penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don't set them). However, note that the buy off is MANDATORY - if you have a Hammer-time dice and you face a dice pool penalty, you must use the HD to buy off the penalty.
+
*Furthermore, both Expert dice and Hammer-time dice "buy off" penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don't set them). However, note that the buy off is MANDATORY - if you have an Expert Dice or Hammer-time dice and you face a dice pool penalty, you must use any special dice to buy off the penalty first.
 
 
==='''DRAMA DECK'''===
 
''(The drama deck is under review. Not sure if it really adds anything to the game)''.
 
B-Grade makes use of a drama deck (much like the Torg system did). A normal deck of cards is used.
 
*Each character has a hand of 4 cards that he keeps to himself. He can spend cards whenever he wants, but can only replace them at certain points.
 
*'''Card Hands'''
 
**The cards (usually four) dealt into your hand are separate from the rest of the drama deck.
 
*You play cards directly from your hand, but must do so straight after you have rolled. You must play all the cards you intend to play after rolling and before finding out what effect you’ve had.
 
*'''Losing Cards'''
 
*Enemy action can actually remove cards from your hand through tricks, tests, and taunts used by the villains. If a villain successfully uses one of these skills on your character, the gamemaster may remove one or more cards. You cannot play a card when it is being removed to avoid losing it. Once the card loss action succeeds the gamemaster will remove a card and it is gone. You do not replace the card.
 
*'''Trading Cards'''
 
*Not allowed
 
*'''Replenishing You Hand'''
 
*At the end of each scene, and at the end of each combat that occurs in the middle of a scene, the characters undergo the hand reset. Any player with more than four cards must discard down to four. Then all players may discard one card, and receive enough new cards to bring the total cards in hand to four (usually).
 
*'''Card Descriptions'''
 
*Numbered Cards: Ace (=1) to 10.
 
**These cards can be used to match dice. Fr example, if you roll a dicepool of 5 dice and get 3,4,4,7,9. Then you have 2x4 (width2, height4). If you have a '4' of any suit in your hand, youcan play it and turn the set into a 3x4 (turning it from a minimal success to an adequate success). If you had a 9 in your hand, you could play it to turn the single 9 into a 2x9 success. Or you could play both the 4 and 9 from your hand to have 2 sets (3x4 and 2x9. Though hopefully you declared a multiple action before rolling and paid the -1d penalty before rolling to take advantage of 2 sets).
 
*Special Cards
 
**These are represented by the Kings, Queens, jacks and jokers. These types of cards represent subplot cards, connection cards, and alertness cards.
 
*'''Subplots'''
 
**When a player plays a Subplot card, it immediately goes face-up and remains until used. A gamemaster may feel a specific Subplot is inappropriate, and remove it. If it is appropriate, the character earns xp at the end of every act in which the Subplot influences the story. Subplots end when the adventure ends.
 
**__Alertness__: This card allows a player to notice an otherwise unnoticed fact/clue, etc. This Subplot usually ends once the card activates.
 
**__Connection__: This card allows a player to find another character in the area who can help out in a situation. It is up to the gamemaster to determine who the connection is and what help is available.
 
**__Nemesis__: This Subplot causes a character to acquire a nemesis, who will take special attention to the character.
 
**__Suspicion__: This Subplot makes a character suspicious of another character’s actions or intentions.
 
**__True Identity__: As above, but the suspected identity is true. True Identity can also mean that the character discovers something about him or herself.
 
 
 
*'''Other Cards'''
 
**__Escape__: This card insures that the group can escape an encounter alive. It has no effect unless it is the first card its player played into the pool in the current combat.
 
**__Idea__: This card lets you ask about what course of action your characters should take. You will receive at least one useful idea about the next course of action.
 
**__Inspire__: Use this card to remove all shock from one character (including yourself).
 
**__Leadership__: This card takes two cards from your hand or pool and puts them in other players’ pools. You then draw cards until your hand (not counting your pool) contains four (usually) cards.
 
**__Monologue__: This card stops hostile actions while you make a dramatic speech.
 
**__Opponent Fails__: This card cancels an opponent’s action that was aimed at you. If the opponent aimed at multiple people, only the result against you is canceled.
 
**__Rally__: This card allows all players in the combat to keep or discard any cards still in their hands. Once all players have done so, they each draw until their hand (not counting their pool) contains four cards.
 
**__Second Chance__: This card lets you retry an action that has been ruled a failure.
 

Latest revision as of 20:55, 4 February 2008

Basically the ORE system but heavily converted.

BASIC RULES[edit]

  • The basic dice mechanic of One Roll Engine (ORE) provides all of the information needed to determine the speed and result of an action with a single roll.
  • The Cardinal Rules
    1. Roll only when you need to. There's no sense in rolling for trivial tasks.
    2. Round down. Whenever dividing or averaging results in a fractional result, round down.
  • Dice Pool
  • Character abilities, skills, and actions are resolved using a Dice pool of 10-sided dice.
  • The dice pool for any action is the appropriate Stat + appropriate Skill. Sometimes, there are bonuses and penalties to the dicepool. Sometimes difficulty numbers must be met.
    • eg. Wolfman Jackson has a Body Stat of 3 and a Brawling Skill of 4. To hit someone in hand-to-hand combat, Wolfman generally rolls 7d10 (3 from Body and 4 from Brawling).

STATS AND SKILLS[edit]

  • There are 6 stats and around 4-5 skills per stat.

SETS AND WIDTH, HEIGHT AND AREA[edit]

  • When a player rolls their dicepool, look for matches (pairs, triples, etc). Those matching dice are called Sets. A set has Width, Height and Area, and is written as W x H when it's described. The Width of a set is how many dice came up matching, while the Height is what number is matched. Area is only sometimes used, and is width multiplied by height.
    • eg. Wolfman Jackson takes a swing at a nazi. The results of the roll are 3, 5, 5, 5, 6, 8, and 10. Since three dice came up 5, he has a Set. The set is Width is 3 (three dice are in it), and it's height is 5. This is written as a 3x5 set.
  • Sets indicate a number of things about the roll. The width of the set determines how quickly the task was performed, while the Height of a set determines whether the task was done sufficiently well enough to overcome certain difficult circumstances. Wider sets are faster. Tall sets (in height) are successful in most difficult situations.
  • If your roll results in no Sets, your attempt to perform a task fails.

DIFFICULTY[edit]

  • Typically, any roll that results in sets is sufficient to succeed at a task (even if only barely). However, for challenging tasks, the Gamemaster may decide to set a Difficulty for the roll. The Difficulty of any task is the set of shortest height that can be rolled that is still considered to be a success.
    • Example Difficulties
      • Minor stumbling block: diff 2
      • Typically difficult: diff 3
      • Imposing: diff 4-5
      • Appallingly hard: diff 8
  • Golden rule - Alwyas use a difficulty rather than a penalty, unless the rules state otherwise.
    • Example: Wolfman Jackson is trying to break down a reinforced door. The door has a strength of 4, which establishes the Difficulty of breaking it down. Wolfman will need to have a set of height 5 or more to succeed. Heights of 1 to 4 on Sets will fail in this task. The time taken to break the door down is (5-width) rounds.

STATIC AND DYNAMIC CONTESTS[edit]

  • Static contests occur when a character is attempting a task, but is not competing with any person or other entity to complete it. Dynamic contests mean that you have an opponent, usually a person, but very occasionally some other factor.

OTHER THINGS[edit]

  • Multiple Actions
    • Performing multiple actions is simple: declare multiple actions, and if you roll multiple sets, allocate them as you desire to the actions you wish to take (if you only roll one set, you'll need to decide which action you wish to perform). There is a -1d penalty to dicepool for each multiple action.
      • eg. performing 2 actions results in a -1d penalty. Performing 3 actions is a -2d penalty.
  • Working Together
    • Characters can cooperate to perform a task, provided The task can be accomplished in a cooperative fashion.
    • To cooperate on a static contest, the 'main character' rolls first. Then the 'helper' rolls and any sets that he rolls turn into an ED that has the height of the set. The main character then can use these 'helper ED' to make matches with the dicepool he has already rolled.
    • Note that a helper can provide more than 1 ED to the main character's dicepool.
      • eg. Wolfman Jackson is trying to rewire a malfunctioning giant robot using Brains + Gadgets. Wolfman Jackson rolls his dicepool (rolling 1,3,3,4,5,5,7). Larry the Lecherous Leprechaun wants to help too. He rolls his dicepool of Brains + Gadgets (6d) and rolls very well - 3,3,3,7,7,9. He has rolled a set of 3s and a set of 7s. These turn into an ED of 3 and 7 for Wolfman to use in making matches. Wolfman Jackson now has a 3x3, 2x5 and 2x7 set to choose from.

SPECIAL DICE[edit]

  • There are 2 special dice available in B-Grade: Expert Dice (ED) and Hammer-time Dice (HtD)
  • Expert Dice (ED)
    • A die that you set the height of before you roll.
  • Hammer-time Dice (HTD)
    • Hammer-time dice are very powerful. They can be set to whatever value you want, AFTER you roll. Thus, you can set them to make wide or tall sets as you see fit.
  • Furthermore, both Expert dice and Hammer-time dice "buy off" penalties (such as wound penalties). When this happens, they remain in the pool, but are rolled normally (i.e., you don't set them). However, note that the buy off is MANDATORY - if you have an Expert Dice or Hammer-time dice and you face a dice pool penalty, you must use any special dice to buy off the penalty first.