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simplesix:simplesix [2020/04/02 08:53] – [Establish What Matters] jasonpsimplesix:simplesix [2020/05/31 14:11] (current) – [Rolling the Dice, Mechanics] jasonp
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 How hard is a challenge die code? How hard is a challenge die code?
  
-  * 1d+1, easy. 2d+not-so-easy. 3d+3 hard. 5d+1, wow. 6d+2, oh my!. 7d+3 the stuff told about in legends.+  * 2d+2kind-of-easy. 3d+not-so-easy. 5d hard. 6d+1, wow. 7d+2, oh my!. 8d+3 the stuff told about in legends.
  
 Some notes: Some notes:
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   * 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 - **[[#Failure]]**.   * You rolled less than the total of the challenge: You didn't get by - **[[#Failure]]**.
-  * You rolled more than the total of the challenge: You got by - **[[#Progress]]**!+  * You rolled equal to or more than the total of the challenge: You got by - **[[#Progress]]**!
   * You rolled more than twice the total of the challenge: Things went right - **[[#Success]]**!   * You rolled more than twice the total of the challenge: Things went right - **[[#Success]]**!
  
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 ==== 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.
  
  
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   * One level below: (say, Force Sensitive)   * One level below: (say, Force Sensitive)
-    * If the adventurer's Flow is below 3, gain one at the start of any action roll.+    * If the adventurer's Flow is below 3, Flow costs 1 XP each (ignore normal buying rules).
     * 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: (say, Force Attuned)   * Two levels below: (say, Force Attuned)
-    * If the adventurer's Flow is below 3, gain one at the start of any action roll.+    * If the adventurer's Flow is below 3, Flow costs 1 XP each (ignore normal buying rules).
     * 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.
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   * 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**: __You make expend 2 XP, making them into 2 XXP, to given another adventurer 1 XP at any time.__ **Charity**: __You make expend 2 XP, making them into 2 XXP, to given another adventurer 1 XP at any time.__
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   * 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 [[#Recovery]] below. 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 [[#Recovery]] below.
simplesix/simplesix.1585842827.txt.gz · Last modified: 2020/04/02 08:53 by jasonp