B-Grade Basic Rules

From RPGnet
Revision as of 14:44, 22 January 2008 by Dday (talk | contribs) ('''DEGREES OF SUCCESS''')
Jump to: navigation, search

Basically the ORE system but heavily converted.

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 Cardinal Rules
    1. Roll only when you need to. There's no sense in rolling for trivial tasks.
    2. You CAN roll more than 10 dice. (unlike normal ORE rules)
    3. 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 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).

STATS AND SKILLS

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

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.
    • 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.
  • 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.
  • As you probably guessed, 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

  • 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).
    • 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.

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.

OTHER THINGS

  • 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.
  • Working Together
    • Characters can cooperate to perform a task, provided two requirements are met:
      1. The task can be accomplished in a cooperative fashion.
      2. The combined dice pools are for the same Stat + Skill.
    • 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).

SPECIAL DICE

  • There is one special dice available in B-GRade: Hammer-time Dice (HT dice)
  • Hammer-time Dice (HD)
    • 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.