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livehack:resolution [2012/02/03 21:05] – 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===== | =====Joint Actions===== | ||
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====Aiding==== | ====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. | + | 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. |
For example, a healer is attempting to stabilize a dying Adnventurer, | For example, a healer is attempting to stabilize a dying Adnventurer, | ||
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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. | ||