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

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(Multiple Opposing Actions)
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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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| align="center" | [[Image:Mam1d20.png|a twenty-sided die]]
 
|}
 
|}
  
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.
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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 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.
 
 
===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. If the rolls are equal but it is impossible for both to fail, then flip a coin or roll a single die after deciding which action will succeed if the roll is even (2, 4 or 6) and which will succeed if the roll is odd (1, 2 or 3.)
 
 
 
===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 two or more characters are performing actions to stop one character's action, then make two rolls for each action trying to oppose the one action: one roll for the success of the one action they are all trying to stop, and one roll for the action trying to stop it. Determine success independently for each pair of rolls. If each roll for the one action they are all trying to stop is successful, then it succeeds.
 
 
 
If more than one of these actions are automatically successful (because the roll for success is 6 and the roll against success is 1) then the first action to be automatically successful in the face of opposing actions is successful, even if opposing rolls are automatically successful. (See Automatic Success above.)
 
  
 
===Difficulty===
 
===Difficulty===
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! style="width:5em" | difficulty !! align="left" | description
 
! style="width:5em" | difficulty !! align="left" | description
 
|-
 
|-
| align="center" | 0 || Experts usually succeed
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| align="center" | 5  || Anyone will usually succeed
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|-
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| align="center" | 10 || Experts usually succeed
 
|-
 
|-
| align="center" | 2 || Difficult even for experts
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| align="center" | 15 || Difficult even for experts
 
|-
 
|-
| align="center" | 4 || Nearly impossible without training
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| align="center" | 20 || Nearly impossible without training
 
|-
 
|-
| align="center" | 6 || Nearly impossible even for experts
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| align="center" | 25 || Nearly impossible even for experts
 
|}
 
|}
  
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.
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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.
  
 
===Favorable Circumstances===
 
===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.
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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.

Revision as of 22:45, 26 June 2008

Success Rolls

Rolls and Modifiers

a twenty-sided die

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 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.

Difficulty

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

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

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.

Favorable Circumstances

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.