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Flamepunk: Basic Rules
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==Action Resolution, step by step== ===1) The Basic Roll=== To perform an action, you take any number of dice from your dice pool, and roll them. The player (or GM) rolling the dice decides how many dice are rolled. Essentially, this reflects a degree of control on the character's part: they can throw themselves fully into a task, or just dedicate part of their action capacity to a task. Normally a character will hold back a little (usually so he can defend himself) but sometimes he'll want to go all out. Then roll, the dice, and look at the numbers you get. '''Example:''' ''Skaz doesn't like the grin that the blazer thug is throwing at him, so he decides to knock the smile off the lughead's ugly face. He balls his hand into a fist and throws a punch. Skaz's player decides that Skaz is angry, but not reckless, and takes just four dice out of his six dice pool to roll. He rolls the three dice: 3, 3, 5 and 6.'' ===2) Apply Defences=== Optionally, the roll may be reduced by ''defences''. A ''defence'' is something that directly interferes with the dice roll. For example, an untrained ''dodge'' lets you pick put one dice out of any physical attacks that are thrown at you. Different sorts of defence are covered in other chapters. '''Example:''' ''The blazer isn't just going to stand there and get punched. He leans back to try to get out of the way. The GM (controlling the Blazer) picks the "6" out of the roll, leaving Skaz's player with just 3, 3 and 5.'' ===3) Search for ''"Hits"''=== Each type of action "hits" on different dice results. For example, an untrained brawler throwing an ordinary punch hits on a 5 or 6. Count up the number of dice rolled that have scored a "hit". Note that almost all untrained checks will have a ''hit target'' of "5, 6". In the absence of specific rules or GM rulings, players should default to this. '''Example:''' ''Skaz's player has rolled 3, 3 and 5 (after defence has been applied). Checking his character sheet he notes that a punch scores "hits" on a 5 or a 6. The first two dice don't count, but the "5" does. He counts one "hit".'' <br><br> ===4) Count ''"Magnitude"''=== The ''magnitude'' is the largest multiple of a single number you note on the dice. Larger ''magnitude'' means more effect. For example, a roll of '''1, 1, 1, 1, 5, 6''' would have a ''magnitude'' of 4, while a roll of '''1, 2, 3, 4, 5, 6''' would have a ''magnitude'' of 1. Note that the magnitude is counted by looking at the entire rolled dice pool, not just the hits. Also note that defence always applies ''before'' you count magnitude. '''Example:''' ''Skaz's player has rolled 3, 3 and 5 (after defence has been applied). He counts that there is one "5" and two "3"s. The magnitude for the action is therefore 2.'' ===5a) Calculate ''"success level"'' (if applicable)=== If you scored at least one "hit" (after defence has been applied) then the action counts as successful. '''To work out the ''success level'', multiply the number of "hits" by the "magnitude".''' A higher ''success level'' translates into a higher degree of success. For example, when you punch someone your success level is the number of points of damage you deal them. '''Example:''' ''Skaz's player has rolled one "hit" with a "magnitude" of two. One multplied by two equals two. His success level on the action is two.'' <br><br> ===5b) Check ''"failure level"'' (if applicable)=== If you scored no "hits" (after defence has been applied) then the action counts as having failed. '''The ''failure level'' is simply equal to the ''magnitude'' multiplied by the number of "miss dice". As rolling even a single hit counts as a success, this means that the failure level is equal to the ''magnitude'' multiplied by the number of dice rolled.''' For example, if a roll fails while rolling '''1, 3, 3, and 4''' then the failure level would be (magnitude 2) x (4 failed dice) = 8. A higher failure level implies that you have messed up more. A failure level of 1, for example, is just an everyday failure - you don't succeed, but you don't cause yourself any problems. A failure level of 12, on the other hand, would be a truly massive mess-up: not only do you not set out what you planned to do, but your failure has catastrophic consequences for you. Note that its often better not to throw yourself fully into a task if you feel like you're not likely to succeed, as while you may be not able to achieve as much with less effort, at least you won't mess things up as much if you fail. <br><br> ===6) Consequences of Success and Failure=== If at least one hit remains after defence is applied, the action is counted as a success. GM's should use the following as general guidelines: * Success Level = 1-5 : ''Normal success: The action succeeds, with an expected standard of quality.'' * Success Level = 6-11 : ''Solid success: The action succeeds, and is done with more panache, magnitude or impact than would usually be expected.'' * Success Level = 12+ : ''Exceptional success: The action succeeds, and is done exceptionally well.'' * Failure Level = 1-5 : ''Significant failure: The action fails, and you can try again but it will be harder this time. For future attempts, the task has +1 additional defence (the GM removes one extra dice after the roll).'' * Failure Level = 6-11 : ''Botched failure: The action fails, and you've made it almost impossible to try again. For future attempts, the task has +2 additional defence (the GM removes two extra dice after the roll).'' * Failure Level = 12+ : ''Catastrophic failure: The action fails, and you've made it absolutely impossible to try again, as well as messing things up in such a way that there are unexpected negative consequences as well. You'd have been a lot better off if you'd never tried in the first place. For future attempts, the task has +3 additional defence (the GM removes three extra dice after the roll). The GM may also want to create some sort of negative effect which reflects the degree of failure.'' Note that certain specific situations interpret success level and failure level differently from normal. The most common exception to this is ''Combat'', which is detailed in the next chapter. For these situations, the rules in the specific chapters supercede and replace the rules in this section. <br><br>
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