Post by gamedave on Aug 4, 2012 14:02:01 GMT -5
Anytime you need to roll dice, you will have an Action Value with a Scale and a Rank. Scale indicates a character's raw, natural ability, and the power scale at which he is operating. Rank indicates how well honed his ability is, and provides granularity within a Scale.
Scale determines the type of dice you roll, and the difficulty of the task. Rank gives you a bonus to the die roll.
Scale
Marginal: Significantly below the Scale in which normal humans usually operate. It may be a severely impaired or undeveloped ability, or the ability of a creature or object of smaller than human scale. For example, the Brawn of an invalid, child, or small animal. A Marginal Scale Difficulty is only a challenge for even an untrained individual under unusually circumstances.
Normal: The Scale in which normal people usually operate. If a human being in the real world can perform a task, it's normal scale. Even brilliant scientists and professional athletes will usually have abilities in the Normal Scale (although probably with high Ranks). A weapon that a normal human can survive being hit with is probably Normal Scale. An average person can succeed at a Normal Scale Difficulty about half the time under good circumstances, even without training.
Heroic: The Scale at which comic book characters, action movie heroes, and Nobel Prize-winning scientists and Olympic gold medalists operate. Characters with abilities at this Scale often seem almost super-human to others. Heroic Scale Difficulty Tasks are usually a long shot, at best, even for trained people with Normal Scale abilities.
Epic: Super-human Scale. In the real world, no one has abilities at this Scale. An automobile, for example, would have Epic Scale mass, speed, and durability. A character capable of chasing, lifting, or damaging a car with his bare hands would have Epic Scale powers.
Legendary: Beyond super-human Scale. At this scale, mere human concerns aren't even noticeable. A character with Legendary Scale Super-Strength could crush your care without even noticing it. Main battle tanks, bombers, buildings, and thunderstorms would be rated in the Legendary Scale.
Mythic: Characters with abilities in this Scale often don't even seem human to lesser mortals. A character with Legendary Scale abilities may be able to change the course of a river; a character with Mythic Scale abilities may be able to change the course of continental drift, or the orbit of a planet.
+0: Basic. A +0 Rank indicates a student, beginner, apprentice, or talented amateur. It doesn't actually make difficult tasks any easier, but a character with a +0 Rank may be able to perform some routine tasks without needing to roll dice. For example, a character with Pilot +0 would know how to read cockpit instrumentation, and could perform routine take-offs and landings.
+1: Professional. At this Rank, a character has a pretty good idea what he's doing, and has a definite edge over anyone who's not trained. Most folks will have a +1 Rank in an ability that is a core function of their profession.
+2: Expert. A +2 Rank indicates not merely adequate training, but a superior talent or dedication. Most normal folks will only achieve a +2 Rank after decades of experience, if ever.
+3: Master. At this rank, a character will have an even chance of succeeding at tasks one Scale higher than his ability. Through some combination of extreme dedication, perseverance, training, and talent, a character with a +3 Rank has become the best he can be.
Scale | Dice | Difficulty |
Marginal | 3d4 | 8 |
Normal | 3d6 | 11 |
Heroic | 3d8 | 14 |
Epic | 3d10 | 17 |
Legendary | 3d12 | 20 |
Mythic | 3d20 | 32 |
Roll the Bones
When you attempt a Task, determine what your Action Value is (Scale and Rank). Roll the indicated dice for your Scale, and add your Rank (if any) to the result. Compare the total to the Difficulty. If you equal or exceed the difficulty, you succeed. If the total is less than the Difficulty, you fail.
Degrees of Success
For every 3 full points by which you beat a Difficulty, you gain 1 Extra Degree of Success. For example, a character with a Normal +1 ability is attempting a Marginal Scale Task. He rolls 3,4,5. 3+4+5+1 = 13. That beats the Difficulty by at least 3 points, but less than 6 points, so he gets 1 Extra Degree of Success. A total of 14 would have given him 2 Extra Degrees of Success.
Critical Success and Failure
If you roll the maximum value on all of your dice AND you succeed, you get +1 Extra Degree of Success, in addition to any Extra Degrees you got from beating the Difficulty by 3 or more points. A Critical Success is NOT an automatic success. Some Tasks are just too difficult, regardless of how lucky you get.
Conversely, if you roll all 1s on your dice, you fail BIG. It's up to the GM to determine the exact effects, but at the very least it will be embarrassing.
I abandoned this mechanic almost as soon as I posted it. Research continues.