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livehack:resolution [2012/01/28 17:07] – created Mike Holmes | livehack:resolution [2013/01/06 13:01] (current) – [Grimness] Mike Holmes | ||
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Resolution is much like usual D20, where you roll a d20, add bonuses, subtract penalties, hoping to meet or exceed a target number. Except that instead of a d20 roll the Boon/Bane roll is substituted. | Resolution is much like usual D20, where you roll a d20, add bonuses, subtract penalties, hoping to meet or exceed a target number. Except that instead of a d20 roll the Boon/Bane roll is substituted. | ||
- | ===== Open Ended Boon/Bane Dice ===== | + | =====Boon/ |
- | The Boon/Bane dice are two d12's rolled consecutively, | + | The Boon/Bane dice are two d12's rolled consecutively, |
- | ==== Criticals | + | ====Open-Ended Rolls==== |
- | If the player rolls a 12 on the Boon, then they' | + | ===Noon=== |
- | ==== Fumbles ==== | + | If the player rolls a 12 on the Boon, then they' |
- | If the player rolls a 12 on the Bane die, then they' | + | ===Midnight=== |
- | ==== Doom ==== | + | If the player rolls a 12 on the Bane die, then they' |
- | On the rare occasions that both dice come up with 12s, the boon and bane have both struck | + | ===Eclipse=== |
+ | On the rare occasions that both dice come up with 12s, the boon and bane have both come together in an " | ||
==== All Opposed Rolls ==== | ==== All Opposed Rolls ==== | ||
- | In LiveHack we think of all rolls as opposed rolls, where both sides are rolling, and the acting side has to meet or exceed the defender' | + | In LiveHack we think of all rolls as opposed rolls, where both sides are rolling, and the acting side has to meet or exceed the defender' |
+ | |||
+ | ===Taking Zero=== | ||
+ | Either | ||
+ | |||
+ | ===Taking Ten=== | ||
+ | If the Adventurers take plenty of time, the player make "take ten" and add 10 to the resolution in lieu of a die roll. Note that this represents working slowly and deliberately, | ||
+ | |||
+ | ===Modifying Monster Stat Blocks=== | ||
+ | ACs and DCs listed in the text must have ten subtracted from them, as they have a base 10 added into their total (goes with all defenses for 4E stat blocks). | ||
===== Roll Components ===== | ===== Roll Components ===== | ||
- | For each roll, add the following: | + | For each roll, add all of the following |
* appropriate skill | * appropriate skill | ||
* the attribute related to the skill | * the attribute related to the skill | ||
* one applicable specialty of the skill | * one applicable specialty of the skill | ||
* one applicable bond | * one applicable bond | ||
- | * and all item ratings that pertain | + | * all item ratings that pertain |
+ | * effort bonus, if there is one | ||
+ | * aid from other adventurers | ||
+ | * positional bonuses | ||
* the results of a Boon/Bane roll | * the results of a Boon/Bane roll | ||
+ | |||
+ | |||
+ | ===== Effort ===== | ||
+ | Adventuring is always a lot of effort, but sometimes a character needs to expend just a little more effort to succeed. Before a roll (not after), a player may declare that the character is pushing hard to succeed, declaring how much of a bonus they wish to take on that roll, up to a maximum of +5. A player may push more than once in a combat, but the bonuses must add up to no more than a total of +5. | ||
+ | |||
+ | Pushing tends to exhaust characters quickly - for each point of effort used on a roll, the Adventurer adds one to their Fatigue rating (a Negative Trait). See Endurance and Recuperation below. | ||
+ | |||
+ | |||
+ | =====Joint Actions===== | ||
+ | Sometimes adventurers work together to accomplish goals in some way. In these circumstances, | ||
+ | |||
+ | ====Cooperation==== | ||
+ | When two or more people are working together in coordinated fashion they each make a roll, and the best margin among them is used. | ||
+ | |||
+ | An example of this is when two adventurers ram a dungeon door to get it unstuck. | ||
+ | |||
+ | ====Aiding==== | ||
+ | When one Adventurer is primarily responsible for doing something, but other Adventurers are helping out the assisting Adventurers make an appropriate resolution roll. For every 5 MOS, or part thereof, the assisting adventurers confer a +1 on the roll of the assisted Adventurer. If the MOS is negative, then a penalty of 1 per full 5 MOS is applied to the roll. A MOS between 0 and -4 has no effect, positive or negative. | ||
+ | |||
+ | For example, a healer is attempting to stabilize a dying Adnventurer, | ||
+ | |||
+ | ====Chaos==== | ||
+ | Sometimes a party is suffering from disorienting effects like surprise or confusion; or they just have poor planning and decision-making and they all try to do the same thing at once without any coordination or actual cooperation. Resolve these like Cooperation above, but inform them after the roll that you're taking the lowest roll as the result of getting in each others' | ||
===== Defenses ===== | ===== Defenses ===== | ||
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===== Grimness ===== | ===== Grimness ===== | ||
- | By very carefully proceeding, | + | By very carefully proceeding, |
There may be other things found in the dungeon that cause grim checks. | There may be other things found in the dungeon that cause grim checks. | ||
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A character can use their Grimness " | A character can use their Grimness " | ||
- | |||
- | ===== Effort ===== | ||
- | Adventuring is always a lot of effort, but sometimes a character needs to expend just a little more effort to succeed. Before a roll (not after), a player may declare that the character is pushing hard to succeed, declaring how much of a bonus they wish to take on that roll, up to a maximum of +5. A player may push more than once in a combat, but the bonuses must add up to no more than a total of +5. | ||
- | |||
- | Pushing tends to exhaust characters quickly - for each point of effort used on a roll, the Adventurer adds one to their Fatigue rating (a Negative Trait). See Endurance and Recuperation below. | ||