Core Rules: Difference between revisions

From Biosphere Guardians 2050
Jump to navigation Jump to search
No edit summary
(Updated text explaining skill checks)
Line 1: Line 1:
=== Skill Check ===
=== Skill Checks ===
Roll equal or under an [[Ability score|Skills]] on 1D6 to succeed in any given action or activity.  
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet.  


1 = critical success. 6 = critical failure.  
If the number rolled is equal to or lesser than the character's proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome.  


With Advantage roll 2D6 and keep the lowest number. Specialisms give PCs Advantage on relevant actions or activities. With Disadvantage roll 2D6 and keep the highest number.
If the number rolled is higher than the character's proficiency with that skill the character has failed the check, and the GM will narrate the outcome.  


==== When to ask for a check ====
==== Critical successes and failures ====
As GM you ask for a check when there is chance of failure that would have narrative consequences.
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.
 
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.
 
==== (GM) When to ask for a check ====
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.


=== Damage ===
=== Damage ===

Revision as of 11:44, 7 June 2023

Skill Checks

When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given skill. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet.

If the number rolled is equal to or lesser than the character's proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome.

If the number rolled is higher than the character's proficiency with that skill the character has failed the check, and the GM will narrate the outcome.

Critical successes and failures

When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.

When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a condition, losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.

(GM) When to ask for a check

As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.

Damage

Standard Success: 1 Hit + Weapon Score.

Critical Success: 1D6 + Weapon Score.

Most weapons carry a Weapon Score of 1. Heavy weapons carry a Weapon Score of 2.

Rapid fire weapons can be handled as follows: roll 2D6 with advantage per target or cartridge; if targets are in cover roll 1D6.

To react against an NPC or environmental event, PCs roll for a relevant Ability.

Against NPC attacks specifically, PCs roll Resistance or Speed (if applicable). Failures = Hit reduction (see table below).

Healing

When a PC reaches 0 Hits, they are incapacitated and will die in 1D6 rounds, unless they are revived by a successful PC Aid roll. A standard success restores 2 Hits, a critical success restores 1D6 Hits. Further healing can take place away from immediate danger, with appropriate medical attention and with time. A critical failure when aiding an incapacitated PC results in their immediate death.

Non Player Characters

NPCs vary depending on their type and importance. The following elements can be combined in any way, but are given here in their basic form, ranked by NPC Hits.

NPC Level Standard Damage
PC standard failure (Resistance or Speed)
Critical Damage
PC critical failure (Resistance or Speed)
Additional
2 Hits 2 3 PC Advatage on rolls
4 Hits 2 3 vz
8 Hits 3 1D6
16 Hits 1D6 1D6+1 PC Disadvantage on rolls
32 Hits 1D6+1 2x1D6 (and keep the highest) PC Disadvantage on rolls