This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| simplesix:simplesix [2020/04/02 08:30] – [Advantage Die Codes] jasonp | simplesix:simplesix [2020/05/31 14:11] (current) – [Rolling the Dice, Mechanics] jasonp | ||
|---|---|---|---|
| Line 22: | Line 22: | ||
| How hard is a challenge die code? | How hard is a challenge die code? | ||
| - | * 1d+1, easy. 2d+2 not-so-easy. | + | * 2d+2, kind-of-easy. 3d+3 not-so-easy. |
| Some notes: | Some notes: | ||
| Line 80: | Line 80: | ||
| * You rolled under half the total of the challenge: Things went horribly wrong - **[[#Oh Boy]]**. | * You rolled under half the total of the challenge: Things went horribly wrong - **[[#Oh Boy]]**. | ||
| * You rolled less than the total of the challenge: You didn't get by - **[[# | * You rolled less than the total of the challenge: You didn't get by - **[[# | ||
| - | * You rolled more than the total of the challenge: You got by - **[[# | + | * You rolled |
| * You rolled more than twice the total of the challenge: Things went right - **[[# | * You rolled more than twice the total of the challenge: Things went right - **[[# | ||
| Line 91: | Line 91: | ||
| ==== Failure ==== | ==== Failure ==== | ||
| - | You didn't get by. No progress has been made towards the goal of the action. You may however, press forward, giving the GM a boost die on the next challenge roll. The player narrates the results of this action and how they didn't get by. The GM adds a closing narration as desired. | + | You didn't get by. No progress has been made towards the goal of the action. You may however, press forward, giving the GM +1d on the next challenge roll. The player narrates the results of this action and how they didn't get by. The GM adds a closing narration as desired. |
| Line 194: | Line 194: | ||
| ===== Establish What Matters ===== | ===== Establish What Matters ===== | ||
| + | This is the most basic part of SimpleSix. As a group, GM and players have to discuss and agree on what matters to each adventurer, and to the group as a whole. This will include goals (both ultimate and short term), relationships, | ||
| + | |||
| + | None of this is on the adventurer sheet. It is up to the GM to track it all and remind everyone as needed. With a wiki based online game it is enough to just record the data on a public page shared with all the players and point it out on occasion. | ||
| + | |||
| + | In general it is considered fair for a player to unilaterally declare what matters to their adventurer, but they should be open to suggestions from players and GM alike, and feedback. | ||
| ===== Handling Surprises ===== | ===== Handling Surprises ===== | ||
| + | (To be filled in) | ||
| ===== Notable Characters and Villains ===== | ===== Notable Characters and Villains ===== | ||
| + | (To be filled in) | ||
| -------- | -------- | ||
| Line 213: | Line 219: | ||
| * **Politics**: | * **Politics**: | ||
| ===== Complications in the Action ===== | ===== Complications in the Action ===== | ||
| + | |||
| + | Actions can be either Complicated or Uncomplicated. This is not really meant to be analogous to complicated directly in the fiction, but meant to denote two types of actions rolls: | ||
| + | |||
| + | * **Uncomplicated actions resolve with the first measure of progress**. They can be resolved with a single roll, and are more likely to not create complex action sequences. | ||
| + | * **Complicated actions resolves with a specific amount of progress, more than 1**. The more Complicated the situation, the more likely it'll spiral into complex action sequences. | ||
| + | |||
| + | Since Progress is a measure of the likeliness of a complex action sequence, it is used when things complicate an action. Take an example: A droid is attempting to hack into a secure door to free a prisoner: | ||
| + | |||
| + | * **Uncomplicated**: | ||
| + | * **Complicated**: | ||
| + | * **More Complicated**: | ||
| + | * **Even More Complicated**: | ||
| + | |||
| + | Complications don't make the roll harder, they require that many successful rolls. Meaning it increases the chance of getting a failure (which will make the roll harder, and eventually end the action sequence). | ||
| ===== Advantage Die Codes ===== | ===== Advantage Die Codes ===== | ||
| Line 238: | Line 258: | ||
| If you create an adventurer of lower level than the GM sets for the game, you end up with a Force Sensitive adventurer and the following rules are added to your adventurer sheet: | If you create an adventurer of lower level than the GM sets for the game, you end up with a Force Sensitive adventurer and the following rules are added to your adventurer sheet: | ||
| - | * One level below: | + | * One level below: |
| - | * If the adventurer' | + | * If the adventurer' |
| * The first time you use Charity to gift another flow in a scene, is costs 1 for 1. | * The first time you use Charity to gift another flow in a scene, is costs 1 for 1. | ||
| - | * Two levels below: | + | * Two levels below: |
| - | * If the adventurer' | + | * If the adventurer' |
| * Every time you use Charity to gift another flow in a scene, is costs 1 for 1. | * Every time you use Charity to gift another flow in a scene, is costs 1 for 1. | ||
| - | * Earn one Flow at the start of each scene for 0 XP cost. | + | * Earn one Flow at any time you make a roll that results in Failure. |
| Don't create an adventurer more than two levels below the one set by the GM for the game you are playing. | Don't create an adventurer more than two levels below the one set by the GM for the game you are playing. | ||
| Line 264: | Line 284: | ||
| * Attributes: Pay XXP equal to its die code + 3, to increase it +1 (flipping to +4 becomes +1d+0). Can only be done twice (mark a ! next to an improved attribute, and never have more than !!). | * Attributes: Pay XXP equal to its die code + 3, to increase it +1 (flipping to +4 becomes +1d+0). Can only be done twice (mark a ! next to an improved attribute, and never have more than !!). | ||
| * Strengths: Pay XXP equal to its die code + 5, to increase it +1 (flipping to +4 becomes +1d+0). Can only be done twice (mark a ! next to an improved attribute, and never have more than !!). | * Strengths: Pay XXP equal to its die code + 5, to increase it +1 (flipping to +4 becomes +1d+0). Can only be done twice (mark a ! next to an improved attribute, and never have more than !!). | ||
| + | * Force can be raised as often as you are willing pay, but you need training to increase to another die level. | ||
| + | * Force Sensitive or Attuned adventurers pay of die code + 3 to increase Force. | ||
| **Charity**: | **Charity**: | ||
| Line 271: | Line 293: | ||
| * At the start of a scene, to reduce Drain. Pay 1 or 2 Flow to reduce that much Drain. You may do this only once. | * At the start of a scene, to reduce Drain. Pay 1 or 2 Flow to reduce that much Drain. You may do this only once. | ||
| - | * To gain +3d boost to action your adventurer is taking in cinematic action. The GM may increase the boost if the action is particularly heroic or sacrificial. | + | * To gain +2d boost to action your adventurer is taking in cinematic action. The GM may increase the boost if the action is particularly heroic or sacrificial. |
| Flow can be reduced below zero, so -3 Flow is valid. This acts as you would expect, it soaks up XP spent to raise it or any other Flow your adventurer may gain. A major cause of this can be [[# | Flow can be reduced below zero, so -3 Flow is valid. This acts as you would expect, it soaks up XP spent to raise it or any other Flow your adventurer may gain. A major cause of this can be [[# | ||