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verysimplesix:verysimplesix [2021/05/12 11:59] – [Creating Adventurers, Pick a Level!] jasonpverysimplesix:verysimplesix [2021/05/12 12:17] jasonp
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 A very simple roleplaying game system, hacked up from old ideas by JP. A very simple roleplaying game system, hacked up from old ideas by JP.
 +
 +====== Number Ratings, Points Whatever You Call It ======
 +
 +Every power, ability, strength or such in this game has a rating. This is a number denoting how capable it is, and is directly compared to other numbers to determine how they relate. In this way a power 10 blaster shot is superior to a power 5 laser blast. The ratings work something like so:
 +
 +  * 0: Weaksauce!
 +  * 5: Ok
 +  * 10: Good
 +  * 15: Great
 +  * 20: Amazeballs!
 +
 +A number also has a companion value called a range, based on it. Here are the range rules:
 +
 +  * 5 or less: (1)
 +  * 6-9: (2)
 +  * 10-13: (3)
 +  * 14-17: (4)
 +  * 18-21: (5)
 +
 +So in this way that blaster shot above is 10(3). and the laser blast 5(1). Range is used for deciding the rolling method for tests:
 +
 +====== Disadvantaged, Neutral, or Advanataged ======
 +
 +When you have to roll the dice, you'll compare the two numbers. Then you'll know if the action, effect, etc. is one of:
 +
 +  * Disadvantaged: A chancy roll likely to result in a poor outcome.
 +  * Neutral: A normal roll that could go either way.
 +  * Advantaged: A roll more likely to result in a good outcome.
 +
 +The value and it's range are used to determine this. To determine the effect of a Blaster shot 10(3) against an armored door 7(2) we just compare the values:
 +
 +  * Is your score higher than the other score? Yes: Advantaged, stop.
 +  * Is your score less than the other score but by less than your range (less than score+range?) Yes: Neutral, stop.
 +  * Disadvantaged, stop.
 +
  
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verysimplesix/verysimplesix.txt · Last modified: 2021/05/12 12:20 by jasonp