Makin' Rolls

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Here are some modifiers and processes to use for making skill and ability rolls. These rules are applicable to almost all rolls you might make; this page on the Fight mechanics has specifics related to combat rolls.

Definitions

Open-Ended Test (p. 18)
A test where 6s rolled each introduce an additional die to try to generate another success. Examples include: Dwarven Arts, Elven Skill Songs, Sorcery, Steel, Faith, and Perception.
Open Test (p. 28)
Situation when the GM decides there is not a set obstacle and that the degree of success depends on number of successes rolled.

Roll Worksheet

  1. Declare your intent. Intent will be met based on level of success with the roll (see below).
  2. Define your task. Task defines which game mechanics apply to the meeting the intent.
  3. GM: Determine if intent requires a single roll or linked tests
  4. GM: Determine obstacle or that it's an open test
    • Character has no required skill: 2x obstacle
  5. GM: Inform character of consquences of failure
  6. Apply any roll/obstacle modifiers
    • Versus tests, when roll is black shade
      • Target is gray shade: +2 Ob
      • Target is white shade: +3 Ob
    • Generally favorable conditions (not cumulative): +1D
    • Per each disadvantage (cumulative): +1 Ob
    • Work carefully (50% longer): +1D
    • Wounded (cumulative; affect all but Emotional Attributes, Health, Mortal Wound, Circles, Resources)
      • Superficial: +1 Ob
      • Light: -1D
      • Midi: -2D
      • Severe: -3D
      • Traumatic: -4D
    • Wearing armor (pp. 185 - 186)
      • If untrained, +1 Ob while wearing chain, +2 Ob wearing plate
      • Penalties to Agility and Agility-based skills, Speed, Stealthy, Swimming, Perception
    • Using Artha feats
      • Use Persona to create a boon: +1D per point spent (up to three)
      • Use Deeds to double exponent through divine inspiration
    • Help
      • Helper has exponent <= 4: +1D
      • Helper has exponent >= 5: +2D
    • Fields of Related Knowledge (FoRKs), with GM approval (not into Resource rolls)
      • Skill exponent <= 6: +1D
      • Skill exponent >= 7: +2D
    • Traits: Use die traits (Dt) to change obstacle or add a die (or dice; see trait description)
    • Linked (Wises work great here)
      • Test before yours exceeded obstacle: +1D
      • Test before yours failed: +1 Ob
    • Following written instructions--make Research or Reading test against instruction's obstacle
      • Success: +1D
      • Failure: +1 Ob
  7. Apply rules for specific tests
    • Steel tests: p. 124
  8. Make the roll!
  9. Adjust Results
    • Open-ended test: add another die for each 6
    • Using Artha feats
      • Use Fate to create luck and make a test open-ended (add another die for every 6 rolled).
      • (Optional) Use Personal to create complications and partially undo a failed roll
      • Use Deeds to generate saving grace to reroll all traiters
      • Use Persona to gain focus on failures when working carefully--overcomes time complications
    • Traits: Use call-on trait to reroll failed dice (once per session)
    • Work quickly: each success applied reduces time by 10%
    • Work patiently: each success adds additional quality to result
  10. Determine Final Results
    • Intent is always met for obstacle-based tests, for open tests, intent is achieved to a degree based on successes rolled
    • Ties to defender in versus test of aggression, otherwise a deadlock (call-on traits can swing results of ties)
  11. Determine Advancement
    • Compare to the Obstacle vs Number of Dice Rolled chart to determine test rating (errata for the chart on p. 42)
      • Routine: obstacle << dice rolled
      • Difficult: obstacle ≈ dice rolled
      • Challenging: obstacle > dice rolled
      • Open tests are always routine
    • Count toward dice total (make it harder to advance skills)
      • Equipment bonuses
      • Favorable conditions
      • Working carefully
      • FoRKs
      • Helping
      • Affiliations
      • Reputations
    • Don't count toward dice total (make it easier to succeed and still advance skills)
      • Artha
      • Additional dice from 6s in an open-ended test
    • Determine, based on current exponent, whether an advance is earned (pp. 43 - 44)
    • Helpers may also apply these rules to gain tests.
    • You must pass a Perception, Resources, or Faith test to advance.
    • Only one of a series of tests (Duel of Wits, Fight!) are counted for advancement
    • Steel and Health advance as skills
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