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open:mechanics:core:five_steps [2013/12/04 16:00]
tregenza
open:mechanics:core:five_steps [2013/12/04 16:01] (current)
tregenza
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 === 4. Situation Bonus === === 4. Situation Bonus ===
- 
-A character'​s advantages are not the only factors affecting the outcome of an action; outside influences also play their part. Some are very common, such as cover or range, but at times events conspire to produce a unique set of circumstances that aids or hinders the character. All these factors are classed as <apdx ref=":​open:​mechanics:​rulecards:​27533">​situation bonuses</​apdx>​ and grant one or more 1d6+0 to the action dice. It is common for an action to acquire multiple bonuses (e.g. range and cover bonuses) and there is no limit to the number of bonuses an action can receive. ​ 
- 
-If something makes an action easier the character or attacker gains a situation bonus, and if it makes it harder the resistance gains a bonus. Each bonus adds 1d6+0 to the dice of the attacker or defender. Dice are never removed. If something makes it harder for the resistance, dice are added to the attacker'​s roll, and vice-versa. 
- 
-== Environment & Familiarity == 
- 
-Routine actions can suddenly become a lot harder when performed in unusual circumstances. These may be caused by issues such as weather, noise or bad light, but may also be due to the availability of equipment, staff training and maintenance levels. Sometimes even having the right tools for the job is not enough, you need to know what they are and how to use them. A fighter pilot attempting to fly an alien spaceship is going to find it a lot harder than the alien pilot. Familiarity only applies to complicated systems such as aircraft or computers or a human doctor trying to treat an alien creature. ​ 
  
 <style w6 bottom> <style w6 bottom>
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 | 6d6+0 | Catastrophic. All but impossible; surgery using a sharp stone, in the dark, in the middle of a rain forest. ||| Alien. Totally beyond comprehension;​ a caveman encountering a computer. || | 6d6+0 | Catastrophic. All but impossible; surgery using a sharp stone, in the dark, in the middle of a rain forest. ||| Alien. Totally beyond comprehension;​ a caveman encountering a computer. ||
 </​style>​ </​style>​
 +
 +A character'​s advantages are not the only factors affecting the outcome of an action; outside influences also play their part. Some are very common, such as cover or range, but at times events conspire to produce a unique set of circumstances that aids or hinders the character. All these factors are classed as <apdx ref=":​open:​mechanics:​rulecards:​27533">​situation bonuses</​apdx>​ and grant one or more 1d6+0 to the action dice. It is common for an action to acquire multiple bonuses (e.g. range and cover bonuses) and there is no limit to the number of bonuses an action can receive. ​
 +
 +If something makes an action easier the character or attacker gains a situation bonus, and if it makes it harder the resistance gains a bonus. Each bonus adds 1d6+0 to the dice of the attacker or defender. Dice are never removed. If something makes it harder for the resistance, dice are added to the attacker'​s roll, and vice-versa.
 +
 +== Environment & Familiarity ==
 +
 +Routine actions can suddenly become a lot harder when performed in unusual circumstances. These may be caused by issues such as weather, noise or bad light, but may also be due to the availability of equipment, staff training and maintenance levels. Sometimes even having the right tools for the job is not enough, you need to know what they are and how to use them. A fighter pilot attempting to fly an alien spaceship is going to find it a lot harder than the alien pilot. Familiarity only applies to complicated systems such as aircraft or computers or a human doctor trying to treat an alien creature. ​
 +
 +
  
 === 5. Calculating the Dice Score === === 5. Calculating the Dice Score ===
open/mechanics/core/five_steps.txt · Last modified: 2013/12/04 16:01 by tregenza
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