File:Brio Logo.JPG The General Mechanics are the very basic rules, how they relate and the logic behind them.
Under Construction --Yaro 18:48, 29 May 2005 (PDT)
- --Yaro 08:37, 30 May 2005 (PDT)Added a little, reformated a little
The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character.
There are however a number of different ways in which the results of these numbers are used to produce results with different ranges.
Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds:
This is the most common roll just for the reason of this wieghting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range.
Range 1-10, the easist and most basic roll of a single d10 produces obviously a value from 1 to 10 with a straight wieghting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references.
Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5.
Range 2-10, Using the divide by 2 mechanism a wieghted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a wieghting is quicker then a % roll, it is often also used in damage or chart rolls. The wieghting is as follows.
Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage.
Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are however times when other ranges with other wieghtings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula.
For example, if we wished to create a wieghted chart that created a bottom heavy 1-8 it might look something like this:
Although this system can't produce "any range" with "any wieghting" exactly it is the most accurate system we use and has the most range, and even it is used rarely.
Attribute checks are made occasionally, when an attribute roll is called for simply roll the standard dice (2d10) and refer to the following chart applying the modifier to the attribute to be tested.
Although many (if not most) skills have specific rules surounding there use which will be described in the skills section, most fall into one of a number of general categories. There are the IU/IF (Immediate Use/Immediate Effect) skills which are used in a short amount of time and generally create an immediate effect, the MU/DE (Multiple Use/Delayed Effect) or delayed actions which usually involve a number of rolls and an extended time frame, Contested Rolls which involve two or more people rolling in direct opposition to each other, and the Extended Contested Rolls which usually involve a first to a specific number of overage(fixed or reletive to the opponent).
Immediate Use, Immediate Effect
|Example: if Elreus with a Agility of 7(lock picking is an agility based skill), and a lockpicking level of 4 rolls a 11 (on 2d, the basic for any roll) then the total roll would be 7 (for the agility level) - 2 (skill basic modifier) + 4 (skill level) + 11 (the roll) = 20 (the total which would determine the effect). So in this case with a total of 20 the charcter would open any lock with a difficulty of 20 or less.|
There are a number of different types of skills and a number of different ways to use them. This section is about the use of basic skills such as Lock Picking(3/-2) which is an agility skill and is called a immediate effect skill, which simply means that you use the skill against a pre determined target(based on the quality of the lock) and in very short order you know wether you have had an effect. This type of skill and skill roll is the easist and most straight forward.
Although there are modifiers which may be applied depending on circumstances this is the basic form for any Immediate Use, Immediate Effect skills.
Multiple Use, Delayed Effect
|Example: Galaius is a master swordsmith(3/-1) from the town of Metia, He has an intellegence of 7 and a swordsmith(3/-1) skill of 7, he also has a master forge and a great deal of time which provide him with a circumstance bonus of +3 to his roll. To create a regular sword takes one day under normal circumstances but since he is taking extended time he will spend up to 3 days creating one. For every 6 hours at the forge he must roll (as determined by the skill) so he must roll a total of 6 times (a maximum of 12 hours per day, also as determined by the skill), he rolls 9, 14, 12, 15, 10, and 8. The difficulty for creating a sword is 20, and since his totals after adjustment for skill and intellegence are 25, 30, 28, 31, 26, 24 he has more then successed, his total overage for the use of this skill (the amount by which he beat his required number) is 5+10+8+11+6+4 for a total of 44. Thus he has created a mastercraft weapon, indeed master galaius has created a truely magnificent blade which provides a number of bonuses to its wielder.|
There are also a number of different skills which a character may have to make several or even many rolls for over and extended period of time to determine there effect. For the most part these skills have to do with the creation of items, weapons, armour, magic wands all require time, facilities, money, and rolls. Each of these skills can present a number of modifiers depending on the circumstances under which the items are being created.
Most extended rolls involve a difinitive time span, a number of checks and an aggragate overage. The same check is rolled a number of times and the total by which the character successeds (while noteing any failures for side effects) is used to determine the extent to which a character successeds.
Most MU,DE skill rolls follow this line to some extent, they are most likely the most complex of all the skill rolls and are fairly rarely used.
Contested Use, Immediate Effect
|Example: we have two characters characters playing a game of Go, one of them Kierak the Wise, who has an Intellegence of 7, and a Go(2/0) of 5 and Ekerian who has an intellegence of 9 and a Go(2/0) of 3, because of Ekerian's great intellegence and Kieraks superior skill they are tied for modifers with a total modifier of 12. So any game between them is a matter of pure rolls, so if Kierak rolls a 9 for a total of 21 after modifers but Ekerian only rolls a 6 for a total of 18, then Kierak wins this contest but both are very evenly matched players.|
The most common type of combat roll, this is usually used when two individuals are competeing with one another. Most types of combat strikes are contested (a players offensive total vs. a players defensive total) but there is also other types of contested rolls. Contested rolls are actually one of the easiest to use, although circumstances can (not surprsingly) give one side or the other a handicap it is usually as easy as each contesting character rolling and then comparing everyones results.
The amount by which a character defeats his opponent in a very general way determines just how loopsided the victory was. In general a victory by 1-2 points is a very close match, while a victory by 5 or 6 is very difinitive.