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

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(Success Rolls)
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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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In [[Mano a Mano]], a roll is a random value generated by rolling one six-sided die and adding modifiers. Modifiers can be positive or negative. Positive modifiers increase the total roll. Negative modifiers decrease the total roll.
  
 
===Single Action===
 
===Single Action===
  
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, then the action is successful. The action fails if the success roll is equal to or less than the failure roll.
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When rolling for the success of an action not directed at another character, make two rolls: one for success and the other for failure. If the success roll is higher than the failure roll the action is successful. The action fails if the success roll is less than or equal to the failure roll.
  
===Difficulty===
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===Automatic Success===
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When the die rolled for success is 6 before adding modifiers, and the opposing die is 1 before adding modifiers, the action automatically succeeds, regardless of the totals. An automatically successful action has the same effect as any other successful action. For example, an automatically successful attack does not ignore armor.
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===Opposing Actions===
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When rolling for the success of two opposing actions which cannot both succeed, do one roll for the success of each action. The action with the higher total succeeds and the other action fails. If the rolls are exactly equal, both actions fail.
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===Multiple Opposing Actions===
  
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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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 roll for the one action they are all trying to stop, the action they were trying to stop fails. If none of the rolls are higher than the roll for the action they are trying to stop, the action is successful.
  
* Add 1 to the difficulty for unfavorable circumstances
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If more than one of these actions are "automatically successful" (rolling a 6 while with an opposition roll of 1,) then the first action to be automatically successful in the face of opposing actions is successful, even if opposing rolls are automatically successful.
* Add 2 to the difficulty for very unfavorable circumstances or a combination of unfavorable circumstances
 
* Add 1 to the success roll for favorable circumstances
 
* Add 2 to the success roll for very favorable circumstances or a combination of favorable circumstances
 
  
Unfavorable (or very unfavorable) circumstances modifiers are not added to other unfavorable circumstances modifiers.  If there are multiple unfavorable circumstances modifiers, use the single unfavorable circumstances modifier with the highest absolute value (or greatest impact on the outcome.)  Significant compound effects of two unfavorable circumstances are treated as a third unfavorable circumstance with a worse modifier.
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===Difficulty===
  
Likewise, favorable (or very favorable) circumstances modifiers are not added to other favorable circumstances modifiers.  If there are multiple favorable circumstances modifiers, use the single favorable circumstances modifier with the highest absolute value (or greatest impact on the outcome.) Significant compound effects of two favorable circumstances are treated as a third favorable circumstance with a better modifier.
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The difficulty of an action is a modifier added to the roll against the action's success.
  
===Opposing Actions===
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* An action at which experts usually succeed has a difficulty of 0.
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* An action which is difficult even for experts has a difficulty of 2.
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* An action which is nearly impossible without training has a difficulty of 4.
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* An action which is nearly impossible even for experts has a difficulty of 6.
  
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 the rolls are exactly equal, both actions fail.
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Environment and hastiness can effect the difficulty of an action.
  
===Automatic Success===
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* Add 1 to the difficulty for unfavorable circumstances.
If a 6 is rolled for an action directed against another character, and 1 is rolled for other character's opposition, then the first action (for which a 6 was rolled) is automatically successful, regardless of all other modifiers and circumstances. However, an action being automatically successful does enhance the power of the action: for example, automatically successful attacks do not automatically bypass armor.
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* Add 2 to the difficulty for hostile conditions.
  
===Multiple Opposing Actions===
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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 2 to the difficulty instead of 1.)
  
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, then the action they were trying to stop fails. If all of those rolls are less than the roll of the action they are trying to stop, then that action is successful.
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===Favorable Circumstances===
  
If more than one of these actions are "automatically successful" (rolling a 6 while with an opposition roll of 1,) then the first action to be automatically successful in the face of opposing actions is successful, even if opposing rolls are automatically successful.
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Add 1 to the success roll for favorable circumstances, or add 2 to the success roll 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 circumstance is much better than the individual circumstances, treat the combination as a single very favorable circumstance (by adding 2 to the success roll instead of 1.)

Revision as of 09:18, 30 January 2008

Success Rolls

Rolls and Modifiers

5d6: five six-sided dice

In Mano a Mano, a roll is a random value generated by rolling one six-sided die and adding modifiers. Modifiers can be positive or negative. Positive modifiers increase the total roll. Negative modifiers decrease the total roll.

Single Action

When rolling for the success of an action not directed at another character, make two rolls: one for success and the other for failure. If the success roll is higher than the failure roll the action is successful. The action fails if the success roll is less than or equal to the failure roll.

Automatic Success

When the die rolled for success is 6 before adding modifiers, and the opposing die is 1 before adding modifiers, the action automatically succeeds, regardless of the totals. An automatically successful action has the same effect as any other successful action. For example, an automatically successful attack does not ignore armor.

Opposing Actions

When rolling for the success of two opposing actions which cannot both succeed, do one roll for the success of each action. The action with the higher total succeeds and the other action fails. If the rolls are exactly equal, both actions fail.

Multiple Opposing Actions

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 roll for the one action they are all trying to stop, the action they were trying to stop fails. If none of the rolls are higher than the roll for the action they are trying to stop, the action is successful.

If more than one of these actions are "automatically successful" (rolling a 6 while with an opposition roll of 1,) then the first action to be automatically successful in the face of opposing actions is successful, even if opposing rolls are automatically successful.

Difficulty

The difficulty of an action is a modifier added to the roll against the action's success.

  • An action at which experts usually succeed has a difficulty of 0.
  • An action which is difficult even for experts has a difficulty of 2.
  • An action which is nearly impossible without training has a difficulty of 4.
  • An action which is nearly impossible even for experts has a difficulty of 6.

Environment and hastiness can effect the difficulty of an action.

  • Add 1 to the difficulty for unfavorable circumstances.
  • Add 2 to the difficulty 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 2 to the difficulty instead of 1.)

Favorable Circumstances

Add 1 to the success roll for favorable circumstances, or add 2 to the success roll 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 circumstance is much better than the individual circumstances, treat the combination as a single very favorable circumstance (by adding 2 to the success roll instead of 1.)