Svarte Faraonen
Sumer is icumen in
I min tråd om tärningssannolikhet märkte jag att flertalet personer inte riktigt begrep mina förklaringar. Detta är så klart inget vidare om mitt spel ska vara läsbart och förståeligt. Kan ni kolla igenom den följande texten och avgöra om den är begriplig?
---
[FONT="]This game uses a rule set where most abilities are measured using different types of dice. A d4 (four-sided) is the worst; a d12 (twelve-sided) the best, with d6, d8, and d10 as the intermediary steps. When characters perform an action, they roll one or two dice, attempting to beat a target number with each die, counted separately. This target number is either 4 or determined by an opponent's roll.[/FONT]
[FONT="](There is also text explaining that characters have five attributes and thirteen skills, which does not need to be reproduced in its entirety here.)[/FONT]
[FONT="]Attribute Test[/FONT]
[FONT="]The simplest form of die roll is the [/FONT]attribute test[FONT="]. It is used when one needs a quick, binary result, typically when resisting some danger. Roll an attribute die; if the result is 4 or higher, the test is successful. If not, the test fails. Normally, attribute tests are only used passively, not actively.[/FONT]
[FONT="]Use attribute tests whenever the player characters have to passively resist something, and when a binary pass/fail result is all you need.[/FONT]
[FONT="]Skill Test[/FONT]
[FONT="]The most common form of die roll is the [/FONT]skill test[FONT="]. Combine an attribute die and a skill die, and roll both, looking at the result of each separately. If both are at 4 or above, the result is a [/FONT]full success[FONT="]. If only one is at 4 or above, the result is a [/FONT]partial success[FONT="]. If both are 3 or less, the result is [/FONT]failure[FONT="].[/FONT]
[FONT="]A full success means that the character’s attempt is entirely successful, possibly with some extra positive effect.[/FONT]
[FONT="]A partial success meanst that the attempt is successful, but that there is some sort of hitch. [/FONT]This is still a success! [FONT="]The character should succeed at their task, and the complication should not invalidate it.[/FONT]
[FONT="]A failure means that something has gone wrong. This does not only mean that status quo is upheld, but that something is getting perceptively worse. At the very least, this should prevent the character from trying again unless circumstances change.[/FONT]
[FONT="]Skill tests are used for most situations when the character actively attempts to achieve something. The exception is if they are resisted by someone else. Use skill tests when you need some nuance to the result, but where the ability of another person is irrelevant for the test’s difficulty.[/FONT]
[FONT="]Resisted Test[/FONT]
[FONT="]A [/FONT]resisted test[FONT="] is used when one character is [/FONT]actively [FONT="]attempting to do someone, and another is resisting [/FONT]passively[FONT="]. Typical examples might be when one person is trying to sneak past a guard, or when someone is attempting to poison another.[/FONT]
[FONT="]The passive, resisting part rolls their attribute die. Meanwhile, the active part makes a skill test. However, the dice in the skill test have to exceed the result of the resisting part’s ability die instead of rolling 4 or higher.[/FONT]
[FONT="]Use resisted test when the capacities of two people are being measured against each other, but there is a clear difference between the active and the passive party in the situation.[/FONT]
[FONT="]Conflicts[/FONT]
Conflicts[FONT="] are the most complex situations, and result when two people actively try to perform actions that are at odds with each other. Combat is an example of conflict: two characters attempt to injure each other without getting injured themselves.[/FONT]
[FONT="]Conflicts can be seen as a form of opposed skill tests. Both parties in the conflict roll a skill tests. The results are then compared to each other, giving four distinct possibilities.[/FONT]
[FONT="]Both dice of one party exceed the highest die of the other party: [/FONT][FONT="]This means that the person who rolled highest has achieved a full success. They decisively win.[/FONT]
[FONT="]The person that rolled highest has only one die exceed the highest die of the other party:[/FONT][FONT="] This means a partial success. The party who rolled highest wins, but it might not be a complete victory, but include some compromise.[/FONT]
[FONT="]The two highest dice are the same:[/FONT][FONT="] In this case, check the two lower dice. The person who rolled highest there gets a partial success.[/FONT]
[FONT="]All dice are the same:[/FONT][FONT="] This is a tie. No one reaches their goal, but the status quo is still upset in some manner. Often, this can come about in a way which is negative for both parties involved.[/FONT]
[FONT="]Expertise[/FONT]
[FONT="]When a character has a relevant expertise tied to a skill, that means that they are specialists within one narrow application of the skill. This is used to represent most types of professional knowledge, and has several effects.[/FONT]
[FONT="]Firstly, having an expertise means that many situations can be considered routine and not require a die roll at all. For example, a person with the Zither expertise in Performance shouldn’t have to roll to play passably without attempting to impress anyone by their great skill, and a person with the Heraldry expertise in Letters should be able to recognise most common clan crests without a die roll.[/FONT]
[FONT="]Secondly, an expertise lets characters attempt to do things that would otherwise be impossible. Attempting to perform sophisticated craftsmanship is one such thing, where it should be required that the character has a suitable Artifice expertise.[/FONT]
[FONT="]Thirdly, an expertise lets the character replace their skill die with a flat 4 before the roll is made. In normal skill tests, this means that the character automatically gets a partial success. In a resisted test or a conflict, this is likely to be advantageous when facing unskilled opponents or when the character doesn’t have a very high skill value, but will be less useful among the very skilled, who can’t really rely on routine in these situations.[/FONT]
[FONT="]Furthermore, certain expertises might give other advantages. One such example is weapon expertises, which grant the character +1 to the harm dealt when using the weapon, although the enterprising referee could certainly invent many other expertises that work in a similar way.[/FONT]
[FONT="]Advantage and Disadvantage[/FONT]
[FONT="]At times, characters come up with ideas that should get them ahead of the opposition. At other times, they are forced to try doing things in desperate circumstances that should have been avoided if possible. It is for these situations that the advantage and disadvantage system exists.[/FONT]
[FONT="]Having advantage on a roll means that the character has some especially beneficial circumstance. Normally, advantage should be granted as a consequence of the player thinking ahead and making a good plan. When a character rolls with advantage, they roll one extra die of the highest type, and remove the lowest result after rolling.[/FONT]
[FONT="]Disadvantage is used to reflect the character being in some very bad circumstance, such as trying to do something in the darkness or in a howling storm. When a character rolls with disadvantage, they roll one extra die of the lowest type, and remove the highest result after rolling.[/FONT]
[FONT="]Remember that die rolls are already supposed to reflect stressful, dangerous, situations, so don’t go handing out disadvantage whenever something seems hard. Reserve it for serious problems, or when it can be used to reflect a discrepancy between the two sides in a conflict (for example, fighting a creature that sees in the dark during night).[/FONT]
---
[FONT="]This game uses a rule set where most abilities are measured using different types of dice. A d4 (four-sided) is the worst; a d12 (twelve-sided) the best, with d6, d8, and d10 as the intermediary steps. When characters perform an action, they roll one or two dice, attempting to beat a target number with each die, counted separately. This target number is either 4 or determined by an opponent's roll.[/FONT]
[FONT="](There is also text explaining that characters have five attributes and thirteen skills, which does not need to be reproduced in its entirety here.)[/FONT]
[FONT="]Attribute Test[/FONT]
[FONT="]The simplest form of die roll is the [/FONT]attribute test[FONT="]. It is used when one needs a quick, binary result, typically when resisting some danger. Roll an attribute die; if the result is 4 or higher, the test is successful. If not, the test fails. Normally, attribute tests are only used passively, not actively.[/FONT]
[FONT="]Use attribute tests whenever the player characters have to passively resist something, and when a binary pass/fail result is all you need.[/FONT]
[FONT="]Skill Test[/FONT]
[FONT="]The most common form of die roll is the [/FONT]skill test[FONT="]. Combine an attribute die and a skill die, and roll both, looking at the result of each separately. If both are at 4 or above, the result is a [/FONT]full success[FONT="]. If only one is at 4 or above, the result is a [/FONT]partial success[FONT="]. If both are 3 or less, the result is [/FONT]failure[FONT="].[/FONT]
[FONT="]A full success means that the character’s attempt is entirely successful, possibly with some extra positive effect.[/FONT]
[FONT="]A partial success meanst that the attempt is successful, but that there is some sort of hitch. [/FONT]This is still a success! [FONT="]The character should succeed at their task, and the complication should not invalidate it.[/FONT]
[FONT="]A failure means that something has gone wrong. This does not only mean that status quo is upheld, but that something is getting perceptively worse. At the very least, this should prevent the character from trying again unless circumstances change.[/FONT]
[FONT="]Skill tests are used for most situations when the character actively attempts to achieve something. The exception is if they are resisted by someone else. Use skill tests when you need some nuance to the result, but where the ability of another person is irrelevant for the test’s difficulty.[/FONT]
[FONT="]Resisted Test[/FONT]
[FONT="]A [/FONT]resisted test[FONT="] is used when one character is [/FONT]actively [FONT="]attempting to do someone, and another is resisting [/FONT]passively[FONT="]. Typical examples might be when one person is trying to sneak past a guard, or when someone is attempting to poison another.[/FONT]
[FONT="]The passive, resisting part rolls their attribute die. Meanwhile, the active part makes a skill test. However, the dice in the skill test have to exceed the result of the resisting part’s ability die instead of rolling 4 or higher.[/FONT]
[FONT="]Use resisted test when the capacities of two people are being measured against each other, but there is a clear difference between the active and the passive party in the situation.[/FONT]
[FONT="]Conflicts[/FONT]
Conflicts[FONT="] are the most complex situations, and result when two people actively try to perform actions that are at odds with each other. Combat is an example of conflict: two characters attempt to injure each other without getting injured themselves.[/FONT]
[FONT="]Conflicts can be seen as a form of opposed skill tests. Both parties in the conflict roll a skill tests. The results are then compared to each other, giving four distinct possibilities.[/FONT]
[FONT="]Both dice of one party exceed the highest die of the other party: [/FONT][FONT="]This means that the person who rolled highest has achieved a full success. They decisively win.[/FONT]
[FONT="]The person that rolled highest has only one die exceed the highest die of the other party:[/FONT][FONT="] This means a partial success. The party who rolled highest wins, but it might not be a complete victory, but include some compromise.[/FONT]
[FONT="]The two highest dice are the same:[/FONT][FONT="] In this case, check the two lower dice. The person who rolled highest there gets a partial success.[/FONT]
[FONT="]All dice are the same:[/FONT][FONT="] This is a tie. No one reaches their goal, but the status quo is still upset in some manner. Often, this can come about in a way which is negative for both parties involved.[/FONT]
[FONT="]Expertise[/FONT]
[FONT="]When a character has a relevant expertise tied to a skill, that means that they are specialists within one narrow application of the skill. This is used to represent most types of professional knowledge, and has several effects.[/FONT]
[FONT="]Firstly, having an expertise means that many situations can be considered routine and not require a die roll at all. For example, a person with the Zither expertise in Performance shouldn’t have to roll to play passably without attempting to impress anyone by their great skill, and a person with the Heraldry expertise in Letters should be able to recognise most common clan crests without a die roll.[/FONT]
[FONT="]Secondly, an expertise lets characters attempt to do things that would otherwise be impossible. Attempting to perform sophisticated craftsmanship is one such thing, where it should be required that the character has a suitable Artifice expertise.[/FONT]
[FONT="]Thirdly, an expertise lets the character replace their skill die with a flat 4 before the roll is made. In normal skill tests, this means that the character automatically gets a partial success. In a resisted test or a conflict, this is likely to be advantageous when facing unskilled opponents or when the character doesn’t have a very high skill value, but will be less useful among the very skilled, who can’t really rely on routine in these situations.[/FONT]
[FONT="]Furthermore, certain expertises might give other advantages. One such example is weapon expertises, which grant the character +1 to the harm dealt when using the weapon, although the enterprising referee could certainly invent many other expertises that work in a similar way.[/FONT]
[FONT="]Advantage and Disadvantage[/FONT]
[FONT="]At times, characters come up with ideas that should get them ahead of the opposition. At other times, they are forced to try doing things in desperate circumstances that should have been avoided if possible. It is for these situations that the advantage and disadvantage system exists.[/FONT]
[FONT="]Having advantage on a roll means that the character has some especially beneficial circumstance. Normally, advantage should be granted as a consequence of the player thinking ahead and making a good plan. When a character rolls with advantage, they roll one extra die of the highest type, and remove the lowest result after rolling.[/FONT]
[FONT="]Disadvantage is used to reflect the character being in some very bad circumstance, such as trying to do something in the darkness or in a howling storm. When a character rolls with disadvantage, they roll one extra die of the lowest type, and remove the highest result after rolling.[/FONT]
[FONT="]Remember that die rolls are already supposed to reflect stressful, dangerous, situations, so don’t go handing out disadvantage whenever something seems hard. Reserve it for serious problems, or when it can be used to reflect a discrepancy between the two sides in a conflict (for example, fighting a creature that sees in the dark during night).[/FONT]