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simplesix:simplesix [2020/04/02 08:21] – [Roll with Inspiring Implication] 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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 ===== 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, and even the hopes and fears of the adventurers themselves. Ultimately this feeds back into the idea of which actions matter enough to trigger action rolls (and possibly result in sequences), what is important enough to count as a cost for [[#Rolls with Jeopardy]].
 +
 +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)
  
 -------- --------
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   * **Politics**: Clout dice + Wisdom to agressor,  Clout dice + Wisdom to resistor.   * **Politics**: Clout dice + Wisdom to agressor,  Clout dice + Wisdom to resistor.
 ===== 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**: They are alone, and have time, it is just them against the hardware.
 +  * **Complicated**: A guard appears around the corner and starts firing on them, 2 progress needed.
 +  * **More Complicated**: A security lock-out give it only 1 minute before it is shut out, the guard is firing too, 3 progress needed.
 +  * **Even More Complicated**: The security lock-out is only a minute away, the guard is firing on the droid, and the door itself is electrified!, 4 progress.
 +
 +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 =====
  
 +Equipment, ships, and gear can often have their own Die codes. The higher the die code, the better the gear. These can either become boost to action rolls directly, or be fed into the [[#Resolving Advantage for Boost]] rules above for the GM to determine boost.
 +
 +But, anything that is an Advantage can be used this way. If you are fighting and have the high ground, that is an advantage and worth a die code that might become boost. The exact values of any advantage are up to the GM, but it is up to the player to prompt them. It is expected and encouraged for a player that describes their stealth action as "moving very slowly and using the shadows from a nearby tree" to ask the GM if that gives them advantage dice for the action.
 +
 +GM note: It is considered ok to give 1, 2, or even 3d advantage based on the creative imagery of the players. It is encouraged to suggest narrative options for advantage as well.
  
 +Player note: It is ok to bank advantage for a later roll related to a given narration. Discuss options for such that make sense with the GM.
  
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 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: (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). 
-  * Two levels below: +    * The first time you use Charity to gift another flow in a scene, is costs 1 for 1
-    * If the adventurer's Flow is below 3, gain one at the start of any action roll+  * Two levels below: (say, Force Attuned) 
-    * Earn one Flow at the start of each scene for 0 XP cost.+    * 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
 +    * 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.1585840918.txt.gz · Last modified: 2020/04/02 08:21 by jasonp