Difference between revisions of "Gladius et Aegis: Rolling with the punches"

From RPGnet
Jump to: navigation, search
(Making a Test)
(Reactive Tests)
Line 33: Line 33:
  
 
===Reactive Tests===
 
===Reactive Tests===
 +
 +
Sometimes the GM may call for a test in reaction to events, rather than because of player action. These reactive tests generally don't take any time in terms of combat rounds, but instead help determine how well a character reacts to something happening.
 +
 +
For example, a reactive Intellect check might be used to see if characters notice a stealthy tracker shadowing them. A reactive Physicality check might be used to see if a character is affected by the antarctic cold of their environment.
 +
<br>
  
 
===Bonus and Penalty Dice===
 
===Bonus and Penalty Dice===

Revision as of 09:22, 19 July 2012

Back to Main Page

Overview

This page looks at how the game is played.


Attribute Tests

The core of the game is your four Attributes these determine your capabilities and potential.

Making a Test

A simple test involves three steps:

  • 1) The player declares an action, or circumstances dictate that a test is needed reactively.
  • 2) The appropriate Attribute is selected
  • 3) Bonus and penalty dice are applied
  • 4) The GM declares the difficulty of the action.
  • 5) The roll is made
  • 6) The GM declares the result.

Declaring an Action

Most often, an Attribute test occurs when the player says that his character is attempting to do something, or when the GM wants an NPC to do something. If the outcome of the action is likely to be variable according to who is doing it and what the circumstances are, then a test is called for.

Knowing when not to call for a test is an important GM skill. Sometimes its best to assume that predictable results will be attained, and to skip the test and just dictate an outcome. Sometimes this will be obvious: you don't need to take a test to start your car in the morning, or to walk across a room. Sometimes (and this is where skilful GM judgment comes in) a reliable outcome to an action serves the story better than slowing it down with a dice roll. For example, if a Magus wants to use his magic to light a candle, the GM should likely just say that it just happens, as the story isn't really served by variable effects or by the magus failing to cast and having to try again. This can be scaled up according to taste - for example, some GMs and player groups might even skip rolling for an entire conflict just to keep the story moving. If a werewolf, a vampire and a necromancer are taking on a teenage thug with a switchblade, then the outcome is pretty obvious: the GM can just describe what happens (based on the players actions) and dispense with dice rolls.

Judgment also comes in when running conflicts that don't run to combat rounds, such as socialization conflicts. The GM needs to work out when is a good time to interrupt roleplaying and to call for a roll. Generally it'll still follow the format of each party getting one "action" on each "round", but in this case, a round might represent ten to twenty minutes of roleplaying.

Reactive Tests

Sometimes the GM may call for a test in reaction to events, rather than because of player action. These reactive tests generally don't take any time in terms of combat rounds, but instead help determine how well a character reacts to something happening.

For example, a reactive Intellect check might be used to see if characters notice a stealthy tracker shadowing them. A reactive Physicality check might be used to see if a character is affected by the antarctic cold of their environment.

Bonus and Penalty Dice

Setting the Difficulty

Aspects

Making the Roll

Using Arcana

Exploring the possible

Conflict Resolution

Establishing Action Order

Attacks

Damage Effects

Fatigue

Impairment

Injury

Death

Defence and Reflexive Actions

Recovery

Example of Conflict: "Cat and Mouse"