I mitt spel, QuestCore, vill jag att man skall kunna få taktiska fördelar och nackdelar i strid eller andra konflikter och situationer. En fördel skall helst spela ganska stor roll - det skall vara något man strävar efter så att tärningsslaget spelar mindre roll. Jag har kommit på en del bra men jag vill ju inte att man t.ex. skall kunna få en fördelar för lätt när man t.ex. skall klättra upp för en vägg eller att man alltid fixar en fördel när man skall smida ett svärd. Hur skall man undvika detta? Fördelarna skall man få genom slump eller genom något val. Exempelvis skulle man kunna ha en daglig pool man tar av.
Systemet använder en d12 och man räknar egentligen bara 1-10 (se nedan).
Advantage and disadvantage
The rolls of 11 and 12
When you roll 11 or 12 on the die you either gain an advantage or you gain a disadvantage. 11 counts as if you rolled 4 on the die and 12 counts as if you rolled 7 on the die. If you fail the attempt (using the 4 or 7) you get a Disadvantage and if you succeed you gain an Advantage.
You can also gain advantages in other ways, mainly by using skills or focuses in combat.
Gaining an advantage cancels a disadvantage (and you loose your advantage). In the same way, gaining a disadvantage cancels an advantage (and you have niether advantage nor disadvantage).
Effects of an advantage
You can choose to spend an Advantage to give you a +4 bonus on one skill roll – for example an attack - or +4 on a defense. You then loose the advantage.
In close combat you can, as an action, spend an Advantage to cancel another creatures advantage. You can also, as an action, opt to spend an Advantage to reload an attack focus.
Effects of a disadvantage
A disadvantage give you -2 in your next skill roll or defense. You then loose the disadvantage.
You can spend an action to remove your disadvantage.
Systemet använder en d12 och man räknar egentligen bara 1-10 (se nedan).
Advantage and disadvantage
The rolls of 11 and 12
When you roll 11 or 12 on the die you either gain an advantage or you gain a disadvantage. 11 counts as if you rolled 4 on the die and 12 counts as if you rolled 7 on the die. If you fail the attempt (using the 4 or 7) you get a Disadvantage and if you succeed you gain an Advantage.
You can also gain advantages in other ways, mainly by using skills or focuses in combat.
Gaining an advantage cancels a disadvantage (and you loose your advantage). In the same way, gaining a disadvantage cancels an advantage (and you have niether advantage nor disadvantage).
Effects of an advantage
You can choose to spend an Advantage to give you a +4 bonus on one skill roll – for example an attack - or +4 on a defense. You then loose the advantage.
In close combat you can, as an action, spend an Advantage to cancel another creatures advantage. You can also, as an action, opt to spend an Advantage to reload an attack focus.
Effects of a disadvantage
A disadvantage give you -2 in your next skill roll or defense. You then loose the disadvantage.
You can spend an action to remove your disadvantage.