Editing Flamepunk: Basic Rules
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− | ==Overview of | + | ==Overview of Task Resolution== |
The Flamepunk game system is based on the ''666 game engine'' by [[User:Asklepios|Asklepios]]. | The Flamepunk game system is based on the ''666 game engine'' by [[User:Asklepios|Asklepios]]. | ||
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* You can spend ''Pyros'' to do cool stuff to the dice roll, and by default you have six points of Pyros. | * You can spend ''Pyros'' to do cool stuff to the dice roll, and by default you have six points of Pyros. | ||
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− | + | ===The Basic Roll=== | |
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− | == | ||
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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. | 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. | ||
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− | === | + | ===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. | 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. | ||
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− | === | + | ===Search for ''"Hits"''=== |
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− | + | Each type of action "hits" on different dice results. For example, an untrained brawler throwing an ordinary punch hits on a 4, 5 or 6. Count up the number of dice rolled that have scored a "hit". | |
'''Example:''' | '''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".'' | + | ''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 4, 5 or a 6. The first two dice don't count, but the "5" does. He counts one "hit".'' |
<br><br> | <br><br> | ||
− | === | + | ===Count ''"Multiplier"''=== |
− | The '' | + | The ''multiplier'' is the largest multiple of a single number you note on the dice. Larger ''multiplier'' means more effect. |
− | For example, a roll of '''1, 1, 1, 1, 5, 6''' would have a '' | + | For example, a roll of '''1, 1, 1, 1, 5, 6''' would have a ''multiplier'' of 4, while a roll of '''1, 2, 3, 4, 5, 6''' would have a ''multiplier'' of 1. |
− | Note that the | + | Note that the multiplier is counted by looking at the entire rolled dice pool, not just the hits. |
− | + | '''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 multiplier for the action is therefore 2.'' |
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− | === | + | ===Calculate ''"success level"'' (if applicable)=== |
If you scored at least one "hit" (after defence has been applied) then the action counts as successful. | 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 "multiplier". | |
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. | 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. | ||
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'''Example:''' | '''Example:''' | ||
− | ''Skaz's player has rolled one "hit" with a " | + | ''Skaz's player has rolled one "hit" with a "multiplier" of two. One multplied by two equals two. His success level on the action is two.'' |
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− | === | + | ===Check ''"failure level"'' (if applicable)=== |
If you scored no "hits" (after defence has been applied) then the action counts as having failed. | 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 ''multiplier'' multiplied by the highest dice present. | |
− | For example, if a roll fails while rolling '''1, 3, 3, and 4''' then the failure level would be | + | For example, if a roll fails while rolling '''1, 3, 3, and 4''' then the failure level would be 2 x 4 = 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. | 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. | ||
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+ | For example, if you set out to punch someone, and you fail with a high failure level, you will immediately lose extra dice from your ''action dice pool'' to represent over-reaching yourself. The combat rules detail this to greater detail. | ||
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. | 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. | ||
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− | == | + | ==Hit Targets, Consequences of Success and Failure== |
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Most actions that a character will regularly engage in have their own rules. ''Combat, social interaction, spellcasting and flamerunning'' all have specific guidelines that let you know what numbers count as a "hit", and what a success of failure means. | Most actions that a character will regularly engage in have their own rules. ''Combat, social interaction, spellcasting and flamerunning'' all have specific guidelines that let you know what numbers count as a "hit", and what a success of failure means. | ||
− | If the rules don't specifically cover what you are trying to do (for example, if the action represents trying to smash down a door, or research an alchemical formula) then the default hit numbers are "5" and "6". | + | If the rules don't specifically cover what you are trying to do (for example, if the action represents trying to smash down a door, or research an alchemical formula) then the default hit numbers are "5" and "6". The GM can decide on a case by case basis what defences to apply, depending on how hard a task is, usually allowing unmodified rolls for simple tasks, taking away one to three dice for challenging tasks, or taking away four or more dice for even harder tasks. |
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− | + | 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: | |
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− | + | * Success Level = 1 : ''Minimal success: The action succeeds, but only to a minimum standard.'' | |
+ | * Success Level = 2-5 : ''Solid success: The action succeeds, and is well done.'' | ||
+ | * Success Level = 6+ : ''Exceptional success: The action succeeds, and is done exceptionally well.'' | ||
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− | + | * Failure Level = 1-5 : ''Significant failure: The action fails, and you can try again but it will be harder this time.'' | |
+ | * Failure Level = 6-12 : ''Botched failure: The action fails, and you've made it almost impossible to try again.'' | ||
+ | * 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.'' | ||
− | + | GMs seeking more structure to failure on miscellaneous tasks could add +1 to the Defence of an action for each point of Failure Level. | |
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==Refreshing the Action Dice Pool== | ==Refreshing the Action Dice Pool== | ||
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Don't forget that defence is applied after the dice are rolled, so you don't need to decide whether you want to call a reflexive action until after the dice are rolled. | Don't forget that defence is applied after the dice are rolled, so you don't need to decide whether you want to call a reflexive action until after the dice are rolled. | ||
− | + | [[Category:Flamepunk]] | |
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− | [[Category:Flamepunk |