The character takes the value of the ability that is appropriate for the situation. He then modifies this value by any bonuses or penalties arising from his aspects, his tools, the general situation, and role-playing. This total is his acting total. He then rolls 1d10 and adds the roll to the acting total. The quality of the action is determined from the following table:
Result of Roll | Quality of Action |
---|---|
Less than 5 | Appalling disaster |
5-8 | Very Poor |
9-10 | Poor |
11-13 | Mediocre |
14-17 | Reasonable |
18-20 | Good |
21 and over | Very Good, and progressively better. |
The table for Simple Rolls can be used to determine appropriate difficulties. If the character would only have to do reasonably to succeed, then the difficulty should be in the range 14-17. The table is supposed to be objective: if the character is very skilled, he may do at least reasonably, even on a bad day.
If the character does succeed, the final total can be used to give a sense of how well he has succeeded.
Examples would be two characters trying to catch a thrown ball, or any contest that the GM wants to gloss over quickly.
Each character generates an acting total as normal. They also generate an effect total in the same way, and usually from the same ability. Finally, each character generates a resistance total. The ability in the resistance total, which is usually different from the one on which the acting and effect totals are based, is usually multiplied by some factor before the modifiers are added in. By default, this factor is three.
Each character involved in the contest then rolls 1d20, and adds this to his acting total. The character with the higher final total subtracts his effect total from his opponent's resistance total. When one character's resistance total reaches zero, he has lost the contest.
(1d20 is used instead of 1d10 so that characters of differing skill have approximately the same chances of victory whether the GM chooses to use a contest or an opposed roll.)
The resistance total is based on Willpower, but the multiplier is variable. For the persuader, it depends on how important this persuasion is. A casual pick-up attempt might get a multiplier of 1, while trying to persuade the guard to let you escape before you are executed could have a multiplier of 10. No matter how determined you are, enough failures will discourage you, at least from that approach.
For the target of the persuasion, the multiplier depends on their reluctance. Something that they don't really mind doing might be give a multiplier of 1, while disobeying orders with a fierce penalty backing them up could give a multiplier of ten.
Bribes, social standing, and the appearance of the persuader could all influence these contests.
On the whole, there should not be any penalties to the acting total for being outnumbered: the need to despatch more than one opponent is quite penalty enough.
These modifiers should not, individually, exceed plus or minus 6. This difference in ability gives a character a 90% chance of winning an opposed roll or contest, all else being equal. When summed, they may come to more than that.
The player's descriptions of his character's actions should have a marked effect on the die roll, and this modifier should range freely between -3 and +3. The GM may assign these modifiers to NPCs, if he has them do something really stupid, but on the whole they should be restricted to PCs.
A player who describes his character's actions in a dull way (e.g. "I swing at it") should get a -3, increasing by one each round. Exciting and plausible descriptions ("I feint left, then pivot on my heel to drive the point of my dagger into his back") should get bonuses of +3. Larger bonuses should be reserved for well-roleplayed plans that are particularly appropriate. Nothing well-roleplayed should get a larger penalty than -3, even if it seems a daft way of going about it.
Note that the GM may always over-rule the rules. A character who is trying to persuade a king to support him will not succeed by calling the king a fat bastard, no matter how well he rolls.
If the character rolls a 10 on a d10, or a 20 on a d20, he may succeed spectacularly. Roll again. A second success, or a 10 on d10 or 20 on d20, indicates a spectacular success. As a general rule, add the score on the second die roll to the overall total. In a contest, the character may be able to subtract twice his effect total from the opponent's resistance total, if the first roll was a success. Note that two consecutive maximum rolls should always be a success, no matter how incompetent the character.
Copyright David Chart 1995-1998