daltoncalford
SOC-12
I never liked the multiple dice system, and tried alot of different varieties of rules.
Our gaming group came up with a different system, here it is if you like it, I can post all the details.
We don't use the multiple dice rules, but we did come up with a system that works for us.
Ours is a 2d6 system modified by attributes, tools and situation.
The ref decides the level of difficulty, giving a target number.
The ref states what attributes (str/dex/int etc) apply and at what level - ie Str(10) or Edu(8)
The Ref states a flat modifier based upon the situation (raining, foggy, getting shot at...)
The Ref states the base cost in action points.
The players may attempt to perform another task ahead of time to attempt to get a bonus (such as aiming your weapon, or searching the manual to find out how to really fix the engine)
The player may also spend more action points to "take time" and do the job right - or they may "push it" and take a penalty for rushing the job.
Finally the player rolls the dice, adds all the modifiers and compares the result to the difficulty target number.
The final result give the success level of the task.
The success level may then be modified by the skill level of the player character.
We use this system to use a single die roll to determine if you hit in combat, and how much damage is given.
It gives multiple levels of success and failure and the result of one task will influence the next task.
The bonus for any attribute is unique to the task and not generic to all tasks.
Quick Task Synopsys (unformated due to posting)
Task Description
Task Difficulty
Action Point Cost
Controlling Attributes and Levels
Applicable Skills and Minimums
Situational Modifiers
Example
Determine Problem with ATV Engine
Simple - 1800 AP
Int(11) Edu(9) TL[8]
Engineer-0 or Electronics-0 and Mechanical-0
Toolkit-{2}
Standard Environmental
The above example says that determining the problem with the ATV engine is a simple task that will take 1800 action points (3 hrs)
A high Intelligence or Above Average Education will affect the outcome while characters base tech level will cause a problem the farther away from tech level 8 the character is.
It also states that a toolkit with a rating of 2 or better is needed or the task is impossible.
The standard environmental statment means that if the work is being done outside in sub zero temperatures during a blizzard, it will be penalized....While working in a comfortable fully equiped repair bay will have no such penalty.
Once the character rolls the dice and sees the result, they can use the outcome as is, or, use the excess levels of success as a direct reduction in the time spent, or some other applicable benefit.
The difference in our system is that
A) a single die roll can give up to 16 levels of success or failure
B) Skills are used to modify the level of success, not the die roll.
C) Attributes have a base level listed and the bonus (or penalty) equals Attribute - Base level(ie. Task requires Str(10), character has Str(7) so the penalty is -3, a character with str(11) would have a bonus of +1.
Normal Brackets () mean straight +/- calculation
Square Brackets [] Give no bonus, but do give a penalty for every level different from the number indicated.
Parenthesis {} give no bonus or penalty, but, the task is impossible unless the level is reached.
The success level is used for damage calculations as well as any other type of task.
I have the full rules if anyone wants them. They are simpler than my post makes out, and they are fast to play. Our group likes them because they give the players alot of options while keeping things simple.
I always hoped Marc would use somthing like this.
Best regards
Dalton
Our gaming group came up with a different system, here it is if you like it, I can post all the details.
We don't use the multiple dice rules, but we did come up with a system that works for us.
Ours is a 2d6 system modified by attributes, tools and situation.
The ref decides the level of difficulty, giving a target number.
The ref states what attributes (str/dex/int etc) apply and at what level - ie Str(10) or Edu(8)
The Ref states a flat modifier based upon the situation (raining, foggy, getting shot at...)
The Ref states the base cost in action points.
The players may attempt to perform another task ahead of time to attempt to get a bonus (such as aiming your weapon, or searching the manual to find out how to really fix the engine)
The player may also spend more action points to "take time" and do the job right - or they may "push it" and take a penalty for rushing the job.
Finally the player rolls the dice, adds all the modifiers and compares the result to the difficulty target number.
The final result give the success level of the task.
The success level may then be modified by the skill level of the player character.
We use this system to use a single die roll to determine if you hit in combat, and how much damage is given.
It gives multiple levels of success and failure and the result of one task will influence the next task.
The bonus for any attribute is unique to the task and not generic to all tasks.
Quick Task Synopsys (unformated due to posting)
Task Description
Task Difficulty
Action Point Cost
Controlling Attributes and Levels
Applicable Skills and Minimums
Situational Modifiers
Example
Determine Problem with ATV Engine
Simple - 1800 AP
Int(11) Edu(9) TL[8]
Engineer-0 or Electronics-0 and Mechanical-0
Toolkit-{2}
Standard Environmental
The above example says that determining the problem with the ATV engine is a simple task that will take 1800 action points (3 hrs)
A high Intelligence or Above Average Education will affect the outcome while characters base tech level will cause a problem the farther away from tech level 8 the character is.
It also states that a toolkit with a rating of 2 or better is needed or the task is impossible.
The standard environmental statment means that if the work is being done outside in sub zero temperatures during a blizzard, it will be penalized....While working in a comfortable fully equiped repair bay will have no such penalty.
Once the character rolls the dice and sees the result, they can use the outcome as is, or, use the excess levels of success as a direct reduction in the time spent, or some other applicable benefit.
The difference in our system is that
A) a single die roll can give up to 16 levels of success or failure
B) Skills are used to modify the level of success, not the die roll.
C) Attributes have a base level listed and the bonus (or penalty) equals Attribute - Base level(ie. Task requires Str(10), character has Str(7) so the penalty is -3, a character with str(11) would have a bonus of +1.
Normal Brackets () mean straight +/- calculation
Square Brackets [] Give no bonus, but do give a penalty for every level different from the number indicated.
Parenthesis {} give no bonus or penalty, but, the task is impossible unless the level is reached.
The success level is used for damage calculations as well as any other type of task.
I have the full rules if anyone wants them. They are simpler than my post makes out, and they are fast to play. Our group likes them because they give the players alot of options while keeping things simple.
I always hoped Marc would use somthing like this.
Best regards
Dalton