Open Mythacri opened 4 days ago
Generally, when requestion a skill check, the GM would have a rough table in mind to determine the benefits or negative consequences of the roll. This is a result of the number of 6s rolled; each 'tier' reaps the benefits of the previous one in addition.
Sixes Rolled | Result |
---|---|
1+ | You did the thing and also this nice thing happened |
3+ | An even better thing (or previous thing but improved) |
6+ | A really excellent thing (or previous thing improved even further |
The list of skills, in which we are experimenting with having many specifically scoped skills, are divided into the categories 'Mind', 'Body', and 'Soul' (internal aliases: Live, Laugh, and Love). Some brainstormed ideas below:
Even when rolling 10d6, the average number of 6s is something like 2-3.
It may be worth considering:
Suggestion for the sheet layout.
For now, I went with a formula of Xd6even
, which rolls X
six-sided dice, and counts those that rolled an even number. The X
is equal to the level an actor has in the relevant skill.
It might be interesting to consider some skill thresholds that unlock additional bonuses. Completely arbitrary example: 4 levels of 'Throw' means when you use the Throw skill, dice explode on a 6.
Number of Skills: Players have a number of skills from a list of 30 (pending). 10 skills related to each attribute between health, stamina, and mana.
Skill Check: Skills are performed by rolling a pool of d6's in an effort to roll a 'hit' (a 6). The more proficient a character is at a skill the more d6's they roll. Players always will succeed at what they are doing but incur penalties to their own characters when they fail a skill check.
Failing a Skill Check: Failing a skill check results in a player taking stress which causes detriments to other actions the character performs.
Succeeding a Skill Check: A player succeeds on a skill check by landing a 'hit' on their dice. The more hits the player gets, the greater the level of success they achieve.