Design

Rolling the Dice

The Starguild RPG relies primarily on rolling 1d20 against a target DC. This applies whether attempting to beat a target DC for a skill check, or beat a target DC for a conflict save.

Skill rolls are when you want to make something happen. Conflict saves are when you want to avoid or mitigate the ill effects of something.

To the basic 1d20 roll you will add half the characters level, +5 if trained, +5 if relevant skill specialty is held. There may be additional benefits from circumstances, the help of friends or the use of ‘conviction’ (which will be described in a later article).

Skill checks and tasks

Skill checks are a simple roll to beat a DC. Skill tasks require a series of rolls to be made at defined intervals in order to achieve a result.

Make failure interesting

A failed skill roll isn’t a roadblock in the adventure – the referee should make failure interesting. Apart from during conflict, a failure result would normally be considered to be a ‘Yes, but’ result. In other words the PC (player character) has accomplished the check but with an unwelcome and unforseen consequence. Perhaps the lock was picked but an alarm is set off. Perhaps you gather rumours but have drawn attention to youself in the process.

Hazardous

If a check or task is described as hazardous, there is a serious penalty for failing the roll by 10 or more. Disasters count in these circumstances, if climbing a cliff or disarming a bomb.

Hasty

There are many situations where you can attempt to make a check in one tenth the normal time, but at a significant penalty.

Tasks

When you are attempting a task, every check you make will either add successes or failures. Once you have 5 successes you have succeeded, or if you reach 5 failures you have failed.

Conflict saves

The various kinds of conflict saves will be detailed in a later article. What they have in common is that if you succeed by 10 or more you are completely unaffected. If you succeed by less than 10 then you suffer a transient penalty.

If you fail, you will receive a mark on an appropriate damage track, depending upon how badly you fail. Subsequent failures will move you further down the track.

It isn’t a spiral of death, but your position on the damage track will reduce the options which you have as a result of your current condition.

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