ABG Mechanics: Difference between revisions
Filled in the Intro and Attributes/Skills sections. |
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This page is an introduction to the d6 roleplaying system used by the [[Allegiance Battle Group]]. it is only intended to describe the basics of the d6 roleplaying system; rules for specific situations can be found in the | This page is an introduction to the d6 roleplaying system used by the [[Allegiance Battle Group]]. it is only intended to describe the basics of the d6 roleplaying system; rules for specific situations can be found in the [http://abg.rebelsquadrons.org/manual/ ABG Manual]. | ||
==Introduction and Purpose== | ==Introduction and Purpose== | ||
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In some situations, ''modifiers'' are applied to a character's dice roll. These modifiers can be helpful or harmful to the character's efforts. Generally, a modifier will apply to ''either'' the number of dice a character can roll, or to the difficulty which the character must beat. The full list of modifiers is too extensive to cover here; many of them are described in the [http://abg.rebelsquadrons.org/manual/ ABG Manual]. Modifiers not covered in the manual are assigned by the Game Master, never by players. | In some situations, ''modifiers'' are applied to a character's dice roll. These modifiers can be helpful or harmful to the character's efforts. Generally, a modifier will apply to ''either'' the number of dice a character can roll, or to the difficulty which the character must beat. The full list of modifiers is too extensive to cover here; many of them are described in the [http://abg.rebelsquadrons.org/manual/ ABG Manual]. Modifiers not covered in the manual are assigned by the Game Master, never by players. | ||
===Special Cases=== | |||
Sometimes, the results of a dice roll can lead to special circumstances. These are triggered by the Wild Die, the first die rolled. The Wild Die is the number displayed furthest to the left when dice are rolled. For example: | |||
The first "3" on this roll is the Wild Die. Depending on what number is rolled on the Wild Die, a character may have one of two things happen: a bonus or a random complication. | |||
A ''bonus'' occurs when a 6 is rolled on the Wild Die. When bonuses occur, the Wild Die is displayed in <span style="color:blue">blue</span>. When a bonus occurs, a random number is added to the character's total roll. The amount of the bonus is displayed beside the dice roll. | |||
A ''random complication'', more commonly known as an Rcomp, occurs when a 1 is rolled on the Wild Die. In this case, the Wild Die is displayed in <span style="color:red">red</span>. Random complications are exactly that - some random event happens during the character's attempt at a task, and can be good or bad. When an Rcomp is triggered, the GM rolls a 100-sided die secretly, and applies the results to the character's attempt. | |||
Examples: | |||
<ul><li>Normal dice roll: `Fiona: 5d6+1 -- 3 3 2 5 4 +1 -- Total: 18</li> | |||
<li>Bonus: `Fiona: 5d6+1 -- <span style="color:blue">6</span> 5 6 3 4 +1 -- Total: 32 <span style="color:blue">Bonus: 7</span></li> | |||
<li>Random Complication (Rcomp): `Fiona: 5d6+1 -- <span style="color:red">1</span> 3 2 3 1 +1 -- Total: 11 <span style="color:red">Re-roll: 1</span></li> | |||
==Attributes and Skills== | ==Attributes and Skills== | ||
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''Force powers'' are their own categories of Attributes and Skills, and will be described on the [[ABG Force Use System]] page. | ''Force powers'' are their own categories of Attributes and Skills, and will be described on the [[ABG Force Use System]] page. | ||
==Character Sheets and Dice Codes== | |||
Each character in the ABG has a ''Character Sheet'' where their stats, equipment and other information needed for sims are recorded. Attributes and skills are recorded in one section of the character sheet. Beside each Attribute and Skill is what is known as a ''dice code''. They look like this: | |||
Dodge '''5D+1''' | |||
The dice code represents the number of dice that a character may roll to attempt a given task. The more dice a character possesses, the more likely they are to meet higher DCs. Dice codes work as follows: the number ''before'' the "D" is the number of six-sided dice that you roll. The number ''after'' the D is a fixed number that you add to your roll, known as a "pip". In the dice code shown above, 5D+1, it means that the player would roll five six-sided dice, add up the total, then add 1 to that number. | |||
When reading dice codes, ''three pips = one die''. If you are granted a bonus to your roll or upgrade a skill, the progression is: '''+1''', '''+2''', '''+1D''', repeating at each D (full die). Thus, if you have a roll of 3D+2 and you get a +1 bonus to your roll, your roll becomes 4D instead of 3D+3. | |||
[[Category: ABG Academy]] | [[Category: ABG Academy]] | ||
[[Category: Allegiance Battle Group]] | [[Category: Allegiance Battle Group]] |
Revision as of 19:21, 10 May 2009
This page is an introduction to the d6 roleplaying system used by the Allegiance Battle Group. it is only intended to describe the basics of the d6 roleplaying system; rules for specific situations can be found in the ABG Manual.
Introduction and Purpose
Like any roleplaying game, the d6 system used by the Allegiance Battle Group is used to add an element of "randomness" to gameplay. Rather than having a character who always succeeds or always fails (or having the rolls decided entirely by the [[ABG Mechanics#Game Master]), using a dice-based system allows the ABG to give players a more realtistic and cinematic feeling to their roleplaying.
The d6 System explained
The basic mechanic of the ABG is that a player rolls a certain number of dice to complete a task. If the number they roll is higher than the difficulty number of the task, they succeed.
Difficulty Numbers
Difficulty numbers (or DCs) are assigned by a Game Master during sims. They represent how difficult a task is to complete. The higher the DC is, the more difficult the task. Difficulty numbers are also divided into difficulty levels:
- Very Easy: DC 1-5
- Easy: DC 6-10
- Moderate: DC 11-15
- Difficult: DC 16-20
- Very Difficult: DC 21-30
- Heroic: DC 31 or higher (difficulty levels of Heroic or higher are sometimes described as Heroic +5 at DC 36-40, Heroic +10 at DC 41-45, etc.)
Modifiers
In some situations, modifiers are applied to a character's dice roll. These modifiers can be helpful or harmful to the character's efforts. Generally, a modifier will apply to either the number of dice a character can roll, or to the difficulty which the character must beat. The full list of modifiers is too extensive to cover here; many of them are described in the ABG Manual. Modifiers not covered in the manual are assigned by the Game Master, never by players.
Special Cases
Sometimes, the results of a dice roll can lead to special circumstances. These are triggered by the Wild Die, the first die rolled. The Wild Die is the number displayed furthest to the left when dice are rolled. For example:
The first "3" on this roll is the Wild Die. Depending on what number is rolled on the Wild Die, a character may have one of two things happen: a bonus or a random complication.
A bonus occurs when a 6 is rolled on the Wild Die. When bonuses occur, the Wild Die is displayed in blue. When a bonus occurs, a random number is added to the character's total roll. The amount of the bonus is displayed beside the dice roll.
A random complication, more commonly known as an Rcomp, occurs when a 1 is rolled on the Wild Die. In this case, the Wild Die is displayed in red. Random complications are exactly that - some random event happens during the character's attempt at a task, and can be good or bad. When an Rcomp is triggered, the GM rolls a 100-sided die secretly, and applies the results to the character's attempt.
Examples:
- Normal dice roll: `Fiona: 5d6+1 -- 3 3 2 5 4 +1 -- Total: 18
- Bonus: `Fiona: 5d6+1 -- 6 5 6 3 4 +1 -- Total: 32 Bonus: 7
- Random Complication (Rcomp): `Fiona: 5d6+1 -- 1 3 2 3 1 +1 -- Total: 11 Re-roll: 1
Attributes and Skills
There are two primary types of stats that are important to the ABG mechanics system. These are known as "attributes" and "skills"
Attributes
Attributes represent a category of abilities. Attributes can be said to measure a person's natural ability in an area, such as someone who is naturally graceful, strong or intelligent.
The six Attributes are Dexterity (covers tasks requiring agility and coordination), Knowledge (covers tasks requiring "book smarts" and reasoning), Mechanical (covers tasks involving operating mechanical equipment, such as piloting), Perception (covers tasks that involve being able to perceive the environment and interact with others), Strength (covers tasks involving raw muscular power), and Technical (covers tasks requiring a certain level of technical skill, such as operating computers, building or repairing equipment and treating injuries).
Skills
Skills represent a character's ability to accomplish a task in a specific area of expertise. Usually, a skill represents some kind of specific training in an area, whether formal or gained through experience. Examples of skills are Dodge (used to evade attacks in combat), Starfighter Piloting (used to operate starfighters), or Lightsaber Repair (used to build and repair lightsabers).
Skills are grouped under the six Attributes. This is where the relationship between natural ability and training becomes easier to see. For example, a character with a high Dexterity moves very fluidly, but may not be a very good fighter - that is, they may not have any training in the Brawling or Martial Arts skills. Likewise, a character might not be very perceptive (with a low Perception score), but very good at talking people into doing what they want (with higher Con or Persuasion scores).
Special Attributes and Skills
Advanced skills are skills that a character may learn as they progress that grant them new abilities or bonuses to existing ones. They require a certain level of ability in other attributes or skills before they can be learned and used. For example, the Quick Draw Advanced Skill allows a character to draw weapons faster than they normally would, but their Dexterity Attribute must be at a certain level before they can learn this Skill.
Force powers are their own categories of Attributes and Skills, and will be described on the ABG Force Use System page.
Character Sheets and Dice Codes
Each character in the ABG has a Character Sheet where their stats, equipment and other information needed for sims are recorded. Attributes and skills are recorded in one section of the character sheet. Beside each Attribute and Skill is what is known as a dice code. They look like this:
Dodge 5D+1
The dice code represents the number of dice that a character may roll to attempt a given task. The more dice a character possesses, the more likely they are to meet higher DCs. Dice codes work as follows: the number before the "D" is the number of six-sided dice that you roll. The number after the D is a fixed number that you add to your roll, known as a "pip". In the dice code shown above, 5D+1, it means that the player would roll five six-sided dice, add up the total, then add 1 to that number.
When reading dice codes, three pips = one die. If you are granted a bonus to your roll or upgrade a skill, the progression is: +1, +2, +1D, repeating at each D (full die). Thus, if you have a roll of 3D+2 and you get a +1 bonus to your roll, your roll becomes 4D instead of 3D+3.