Mano a Mano:Success Rolls

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Revision as of 11:07, 30 January 2008 by 98.203.138.54 (talk) (Favorable Circumstances)
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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. 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 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.

Difficulty Description
0 Experts usually succeed
2 Difficult even for experts
4 Nearly impossible without training
6 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.

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.