Difference between revisions of "Mano a Mano:Success Rolls"

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==Success Rolls==
 
==Success Rolls==
 
===Rolls and Modifiers===  
 
===Rolls and Modifiers===  
| align="center" | [[Image:5d6.png|5d6: five six-sided dice]]
 
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In [[Mano a Mano]], a roll is a random value generated by rolling one six-sided [[die]] plus [[Generic Text:Dice:Roll Modifiers|modifiers]]. Modifiers can be positive or negative.  Positive modifiers increase the total roll. Negative modifiers decrease the total roll.
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[[Image:MamDice.png|right]]Some actions are always successful and some are never successful, but many actions have a random chance of success. When rolling for the success of an action, roll a twenty-sided die (d20) and add success modifiers to the result. If the total is greater than the difficulty of the action plus difficulty modifiers, then the action is successful. The action is also ''automatically'' successful if the die roll is 20 before adding success modifiers.
  
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If you do not have a d20, you can roll a ten-sided die (d10) and double the result (d10 × 2). If you roll a 1 the doubled result is 2, if you roll a 2 the doubled result is 4, if you roll a 3 the doubled result is 6, and so on. Most d10 are numbered 0 to 9, but the 0 represents 1, so if you roll a 0, the doubled result is 20. The chance of getting 20 this way is twice as likely, so you can ignore the automatic success rule, or make a second d10 roll, but don't double the result. If the second roll is more than 5 then the action is automatically successful.
  
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If you do not have a d10 or a d20 you can use a six-sided, eight-sided or twelve-sided die (d6, d8 or d12). Subtract 1 from the result and then double the value if you use a d12, triple the value if you use a d8, and multiply the result by 4 if you use a d6. (Instead of subtracting 1 it may be simpler to count the highest number on the die as 0.) If the result is 20 or more, you can either ignore the automatic success rule, or make a second roll with the same die. If the second roll is more than 8 on a d12, more than 5 on a d8, or more than 4 on a d6 the action is automatically successful.
  
===Single Action===
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{|
 
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| align="center" valign="top"| '''first roll'''
When rolling for the success of an action not directed at another character, roll one [[die]] for success and one for failure. Add whatever modifiers apply to the situation to the rolls. If the success roll is higher than the failure roll by a full success level, then the action is successful. Otherwise the action fails.
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| '''automatic success'''<br>(if the first roll is at least 20)
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|-
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| ||
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|-
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| align="center" | d20 || always automatically successful
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|-
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| align="center" | d10 &times; 2 || roll 6, 7, 8, 9 or 0 (10) on a d10
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|-
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| align="center" | (d6 - 1) &times; 4 || roll 5 or 6 on a d6
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|-
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| align="center" | (d8 - 1) &times; 3 || roll 6, 7 or 8 on a d8
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|-
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| align="center" | &nbsp;(d12 - 1) &times; 2&nbsp; || roll 9, 10, 11 or 12 on a d12
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|}
  
 
===Difficulty===
 
===Difficulty===
  
Difficulty is the total modifier to the roll against the success of an action. An action with a difficulty of 0 is slightly difficult, an action with a difficulty of 5 is very difficult, and an action with a difficulty of 10 is nearly impossible. Environment and hastiness can effect the difficulty of an action:
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{|
 
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! style="width:5em" | difficulty !! align="left" | description
* Add 1 to the difficulty for unfavorable circumstances
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* Add 2 to the difficulty for very unfavorable circumstances or a combination of unfavorable circumstances
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| align="center" | 5 || Anyone will usually succeed
* Add 1 to the success roll for favorable circumstances
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* Add 2 to the success roll for very favorable circumstances or a combination of favorable circumstances
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| align="center" | 10 || Experts usually succeed
 
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===Opposing Actions===
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| align="center" | 15 || Difficult even for experts
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|-
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| align="center" | 20 || Nearly impossible without training
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| align="center" | 25 || Often impossible even for experts
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|}
  
If rolling for the success of two players' opposing actions, roll one die for the success of each action and add the modifiers. The action with the higher total succeeds and the other action fails, if it is successful by at least one success level. If the rolls are exactly equal, both actions are "half successful."
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Difficulty values are often determined by adding 10 to a modifier such as a character's ability level. This can be used to resolve contests between character's using different abilities or the same ability against each other. For example, suppose two characters are having a contest, and both have the same ability level. Adding that level to a die roll for one character and adding that level to a difficulty of 10 for the other character gives both characters a 50% chance of winning the contest.
  
===Multiple Opposing Actions===
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If a contest can be tied, do two success rolls with each character taking turns adding their modifier to the roll or a difficulty of 10. One character can succeed while the other fails or the result can be tied two ways: both characters can succeed or both characters can fail. If it is not possible for both to succeed, then both characters fail when either type of tie occurs. If it is not possible for both to fail, then both character's succeed when either type of tie occurs.
  
If two or more characters are trying to stop another character's action there can be multiple rolls against the success of that action. If any of those rolls are higher than the one action they are all trying to stop, by at least one success level, the action they were trying to stop fails. Otherwise, if any of those rolls are equal to the roll of the action they are all trying to stop, the action they were trying to stop is half-successful.  If all of those rolls are less than the roll of the action they are trying to stop the action is successful.
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===Circumstance Modifiers===
  
===Half Success===
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Environment and hastiness can effect the difficulty of an action. Add 2 to the difficulty modifiers for unfavorable circumstances. Add 4 to the difficulty modifiers for hostile conditions. Modifiers for unfavorable circumstances and hostile conditions are not added to other modifiers for unfavorable circumstances or hostile conditions. When more than one of these modifiers apply, use the modifier which increases the difficulty the most. If multiple unfavorable circumstances compound each other, treat the combination as hostile conditions by adding 4 to the difficulty instead of 2.
  
Sometimes half success is not good enough and half successful actions are the same as failed actions. But usually, "half successful" means an action has half the effect it would have if it was fully successful. This means an opposing action or even multiple opposing actions can be half successful when the action they are trying to stop is also half successful.
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Add 2 to the success modifiers for favorable circumstances, or add 4 to the success modifiers for very favorable circumstances. Modifiers for favorable or very favorable circumstances are not added to other modifiers for favorable or very favorable circumstances. When more than one of these modifiers apply, use the best one. If a combination of favorable circumstances is much better than the individual circumstances, treat the combination as a single very favorable circumstance by adding 4 to the success modifiers instead of 2.

Latest revision as of 10:34, 26 November 2010

Success Rolls[edit]

Rolls and Modifiers[edit]

MamDice.png

Some actions are always successful and some are never successful, but many actions have a random chance of success. When rolling for the success of an action, roll a twenty-sided die (d20) and add success modifiers to the result. If the total is greater than the difficulty of the action plus difficulty modifiers, then the action is successful. The action is also automatically successful if the die roll is 20 before adding success modifiers.

If you do not have a d20, you can roll a ten-sided die (d10) and double the result (d10 × 2). If you roll a 1 the doubled result is 2, if you roll a 2 the doubled result is 4, if you roll a 3 the doubled result is 6, and so on. Most d10 are numbered 0 to 9, but the 0 represents 1, so if you roll a 0, the doubled result is 20. The chance of getting 20 this way is twice as likely, so you can ignore the automatic success rule, or make a second d10 roll, but don't double the result. If the second roll is more than 5 then the action is automatically successful.

If you do not have a d10 or a d20 you can use a six-sided, eight-sided or twelve-sided die (d6, d8 or d12). Subtract 1 from the result and then double the value if you use a d12, triple the value if you use a d8, and multiply the result by 4 if you use a d6. (Instead of subtracting 1 it may be simpler to count the highest number on the die as 0.) If the result is 20 or more, you can either ignore the automatic success rule, or make a second roll with the same die. If the second roll is more than 8 on a d12, more than 5 on a d8, or more than 4 on a d6 the action is automatically successful.

first roll automatic success
(if the first roll is at least 20)
d20 always automatically successful
d10 × 2 roll 6, 7, 8, 9 or 0 (10) on a d10
(d6 - 1) × 4 roll 5 or 6 on a d6
(d8 - 1) × 3 roll 6, 7 or 8 on a d8
 (d12 - 1) × 2  roll 9, 10, 11 or 12 on a d12

Difficulty[edit]

difficulty description
5 Anyone will usually succeed
10 Experts usually succeed
15 Difficult even for experts
20 Nearly impossible without training
25 Often impossible even for experts

Difficulty values are often determined by adding 10 to a modifier such as a character's ability level. This can be used to resolve contests between character's using different abilities or the same ability against each other. For example, suppose two characters are having a contest, and both have the same ability level. Adding that level to a die roll for one character and adding that level to a difficulty of 10 for the other character gives both characters a 50% chance of winning the contest.

If a contest can be tied, do two success rolls with each character taking turns adding their modifier to the roll or a difficulty of 10. One character can succeed while the other fails or the result can be tied two ways: both characters can succeed or both characters can fail. If it is not possible for both to succeed, then both characters fail when either type of tie occurs. If it is not possible for both to fail, then both character's succeed when either type of tie occurs.

Circumstance Modifiers[edit]

Environment and hastiness can effect the difficulty of an action. Add 2 to the difficulty modifiers for unfavorable circumstances. Add 4 to the difficulty modifiers for hostile conditions. Modifiers for unfavorable circumstances and hostile conditions are not added to other modifiers for unfavorable circumstances or hostile conditions. When more than one of these modifiers apply, use the modifier which increases the difficulty the most. If multiple unfavorable circumstances compound each other, treat the combination as hostile conditions by adding 4 to the difficulty instead of 2.

Add 2 to the success modifiers for favorable circumstances, or add 4 to the success modifiers for very favorable circumstances. Modifiers for favorable or very favorable circumstances are not added to other modifiers for favorable or very favorable circumstances. When more than one of these modifiers apply, use the best one. If a combination of favorable circumstances is much better than the individual circumstances, treat the combination as a single very favorable circumstance by adding 4 to the success modifiers instead of 2.