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Arabian Knights Rules
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==Basic Mechanic== Players roll a d6 pool made up of Function Rank + Specialty Ranks (if any are applicable) + Gear Ranks (if any are applicable) + Circumstance Ranks (if any are applicable) in either opposed rolls or versus a fix success number (based on three or four tiers of play). You only have to roll if there's a chance your character could fail or if failure could lead to something huge happening (e.g. if the stakes are big enough, even the simplest of tasks can be incredibly difficult). Each of the six Functions - Coordination, Constitution, Interpersonal, Academics, Fight, and Awareness automatically start at least Rank 1, so there's always a chance for some degree of success for every roll. Successes are Fives and Sixes on each d6. I'm thinking Fours, while not successes, may add some kind of stunt, or as I'd call it Tactics points to add some kind of embellishment to the dice roll. I'm also thinking Sixes will be exploding since it tends to be more pulpy and exciting for even the longest of shots to be able to succeed if the dice are with you. To control the size of dice pools (and Tactics Points once that mechanic gets finalized), the maximum size for any dice pool is eight, with multiples of two beyond that granting one automatic success to the dice roll. Yes, two dice for an automatic success is better chances for successes than a normal roll, but no Tactics Points may be gained through these excess dice.
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