Quick
Task Resolution
Many tasks undertaken by adventuring
characters may be considered to automatically succeed. It should be
relatively obvious, based on class, which tasks fall under this.
There will be certain tasks, and instances, where success isn't so
sure, and success must be randomly determined. There is no skill
system, as such, to govern such things. There are, however,
opportunities for a character to improve in his abilities to perform
specific tasks.The player will roll 2d6 and add the appropriate attribute. Consult the following chart to determine further modifiers:
If
the task attribute
is . . .
|
and
the class is . .
.
|
Add
. . .
|
STR
|
Might
|
Level
|
CON
|
Might
|
Level
|
DEX
|
Mien
|
Level
|
CHAR
|
Mien
|
Level
|
INT
|
Magic
|
Level
|
WIZ
|
Magic
|
Level
|
Other modifiers may apply, as appropriate, such as rope and climbing gear for attempting to scale a mountain cliff. These modifiers should normally be +1, perhaps rarely +2.
The referee will roll 2d6, modified by the particulars of the attempt, such as weather, lighting, or any other factors deemed to bear on the task. The player's roll must equal or exceed the referee's roll.
If the player's roll should be a natural “12” (two 6's), the character has gained some special insight into performing the task at hand. He is said to be “good at” whatever the task was. Note the task on the character sheet. From then on, whenever the same task is attempted again, the player rolls 3d6, keeping the best two. Subsequent 12's grant a +1 bonus to future rolls.
Limitations
A character may be “good at” no more tasks than his level, nor may any additional bonuses exceed the character's level.
For example, a third-level character may be good at three particular tasks, and may have a maximum bonus of +3. So, a “thief” (character of Mien) of 3rd level could be good at Opening Locks, Sneaking, and Fast Talking, meaning the player will roll 3d6 when attempting those tasks. He could also have up to +3 in additional bonuses, so he could have Sneaking +2 and Fast Talking at +1, or any other combination that is no higher than +3.
Should a character who is at his Good At maximum roll another “12” he has the following options:
If the task was something the character was not already Good At, he may replace one of his other Good Ats;
If the task was something he was already Good At, but his additional bonus for the task is less than maximum, he may add +1 to his Good At by reducing the bonus of another Good Ar.
For example, continuing with the Thief from above, he is Good At Opening Locks, Sneaking +2, and Fast Talking +1.
Example One: While attempting to Sneak the player rolls a “12”. He can decline the additional bonus on future rolls and nothing more happens, or he can opt for an additional +1 to future Sneaking rolls, but will have to forgo the +1 bonus to Fast Talking, as his total maximum bonus is +3.
Example Two: While attempting to decipher an ancient treasure map the player rolls a “12”. The player can simply decline to become Good At Map Reading and nothing further happens or he may opt to become Good At Map Reading, but he will have to drop one of his other Good Ats.
I hope that isn't too difficult to follow, my words are flowing a little sluggishly this morning.
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