dice corrections and opposed test

main
HeNine 2 years ago
parent 6c9c310be2
commit 959119dc67

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\section*{Notation}
We use \dc{N} to denote an N-sided die. The dice commonly used in this game are: \dc4, \dc6, \dc8, \dc10, \dc12, \dc20 and \dc100. If we want to say, ``roll X dice and add their results together,'' we denote that with X\dc{N}. For example, to say, ``roll two eight-sided dice and add the results'', we write 2\dc{8}.
We use \dc{N} to denote an N-sided die. The dice commonly used in this game are: \dc4, \dc6, \dc8, \dc10, \dc12, \dc20 and \dc100. If we want to say, ``roll X dice and add their results together,'' we denote that with X\dc{N}. For example, to say, ``roll two eight-sided dice and add the results'', we write 2\dc{8}.
% \rule{\linewidth}{1pt}
\section*{\dc{12}}
\section*{\dc{12}}
The \dc{12} is the main die that determines the fate of characters in \tochange{this game}. In general, when the fate of a character hangs in the balance of chance, the player assembles a pool of dice based on the stats (\cref{ch:stats}) that are relevant to the situation. The roll of those dice determines the outcome.
The \dc{12} is the main die that determines the fate of characters in \tochange{this game}. In general, when the fate of a character hangs in the balance of chance, the player assembles a pool of dice based on the stats (\cref{ch:stats}) that are relevant to the situation. The roll of those dice determines the outcome.
\begin{multicols}{2}
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\subsection*{Rolling 1 or 12}
When rolling for a test, rolls of 1 or 12 has special meaning: they provide double the successes/failures. Rolling 1 gives two failures and rolling 12 gives two successes.
When rolling for a test, rolls of 1 or 12 have special meaning: they provide double the successes/failures. Rolling 1 gives two failures and rolling 12 gives two successes.
\subsection*{Margin of Success}
The difference between the number of successes and the number of failures on a roll is the Margin of Success. For basic tests, the size of the margin does not matter, as long as it is positive. For more complex situations, the GR can use the margin to determine the degree of success. In encounters, the margin is used for further rolls to determine the details of the result.
\begin{boxnote}
When playing with real dice, the margin can be determined by pairing success and failure dice and setting them aside (for 1 and 12, remove two of the opposite dice), and counting the remaining dice.
When playing with real dice, the margin can be determined by pairing success and failure dice and setting them aside (for 1 and 12, remove two of the opposite dice), and counting the remaining dice.
\end{boxnote}
\subsection*{Tests}
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\end{enumerate}
\end{samepage}
\subsubsection*{Opposed Test}
Sometimes, an action taken by a player is opposed by an action or a reaction by their enemy (or possibly another player).
The circumstances of the test determine the \stat{DT} for both participants. Commonly, the \stat{DT}s are independent, and the winner is whoever gets more successes.
If one participant in the test is clearly trying to achieve something, for instance, using an ability, they must attain a margin of 0 or more, or they automatically fail the test.
If both participants are equally involved -- having an arm wrestling competition, a game of chess, etc. -- negative margins can be successful if the opponent rolls an ever lower one.
\end{multicols}
\section*{Saving Throws}

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