Dice Mechanics: Difference between revisions
(Created page with "Below are the central dice mechanics involved in the Strike & Cinder Dice system. == Threshold == *A threshold is the number a die result needs meet or exceed in order for the die to be what's known as a Pass. *The threshold is set at 4, but certain abilities or situations can lower it or increase it. === Pass === *When a die in a dice pool meets or exceeds the '''Threshold''' (usually a 4) it is considered a '''Pass'''. When you roll, you roll all the dice in y...") |
No edit summary |
||
Line 11: | Line 11: | ||
When you roll, you roll all the dice in your chosen pool, but rather than needing to add up to the sum total, you only need to ask yourself: "How many of these dice meet or exceed the number four?" Passes are added up and then compared to the [[Difficulty Class]] or [[Success Range]]. A successful roll is determined by comparing the number of Passes against the DC or success range. | When you roll, you roll all the dice in your chosen pool, but rather than needing to add up to the sum total, you only need to ask yourself: "How many of these dice meet or exceed the number four?" Passes are added up and then compared to the [[Difficulty Class]] or [[Success Range]]. A successful roll is determined by comparing the number of Passes against the DC or success range. | ||
<blockquote>*An [[Arcanists|Arcanist]] with a [[Dice Pool|Cinder Pool]] of 8d6 rolls against a [[Shifters|Shifter]] with a DC of 4. The Arcanist must roll at least four Passes, as in, dice that are 3 or above. | <blockquote> | ||
*An [[Arcanists|Arcanist]] with a [[Dice Pool|Cinder Pool]] of 8d6 rolls against a [[Shifters|Shifter]] with a DC of 4. The Arcanist must roll at least four Passes, as in, dice that are 3 or above. | |||
*A [[Half-Bloods|Half-Blood]] with a Strike pool of 5d6 rolls to do an acrobatic trick against the Success Range. To succeed, the Shifter must roll a Complete Success (3 Passes) or higher.</blockquote> | *A [[Half-Bloods|Half-Blood]] with a Strike pool of 5d6 rolls to do an acrobatic trick against the Success Range. To succeed, the Shifter must roll a Complete Success (3 Passes) or higher.</blockquote> | ||
Revision as of 12:04, 7 April 2024
Below are the central dice mechanics involved in the Strike & Cinder Dice system.
Threshold[edit | edit source]
- A threshold is the number a die result needs meet or exceed in order for the die to be what's known as a Pass.
- The threshold is set at 4, but certain abilities or situations can lower it or increase it.
Pass[edit | edit source]
- When a die in a dice pool meets or exceeds the Threshold (usually a 4) it is considered a Pass.
When you roll, you roll all the dice in your chosen pool, but rather than needing to add up to the sum total, you only need to ask yourself: "How many of these dice meet or exceed the number four?" Passes are added up and then compared to the Difficulty Class or Success Range. A successful roll is determined by comparing the number of Passes against the DC or success range.
- An Arcanist with a Cinder Pool of 8d6 rolls against a Shifter with a DC of 4. The Arcanist must roll at least four Passes, as in, dice that are 3 or above.
- A Half-Blood with a Strike pool of 5d6 rolls to do an acrobatic trick against the Success Range. To succeed, the Shifter must roll a Complete Success (3 Passes) or higher.
Explosions[edit | edit source]
An explosion occurs when a die rolls a certain number. In this system, it is when you roll a 6. On a 6, you may take that die and roll it again, adding the result to your total. During the Full Moon, all Cinder dice explode on a 5 or a 6.
Assistance[edit | edit source]
Assistance is a mechanic that allows for a temporary increase of a characters dice pool. The assistance itself can come in many forms, from another character helping out, offering the right tools for the job, or possibly enchanted items.
When one character spends a post assisting another, the recipient may add 1d6 to the next roll relevant to the type of Assistance being given. If they attempt to roll for it, an Exceptional Success adds 2d6 to the same type of dice pool rolled for, but anything below that results in no bonus at all.
In the case of Mundane Humans, they have a temporary 4d6 Cinder pool that only applies to rituals. This is to enable Mundane Humans who may be theoretically familiar with rituals to offer Assistance, even if they are not practitioners themselves.
* The one offering Assistance cannot do any other rolls that impact mechanics.
- The post must clearly show the character Assisting, through dialogue and interaction.
- If you choose to roll and try for the Exceptional Success 2d6 bonus, you must also accept no bonus if you fail.
- Assistance does not stack with itself, but it can stack with enchanted items.