Page 45-47

Garrett Taylor

Multiple Actions

Although all rules in a roleplaying game are "optional," the game can be run effectively without the multi-action rules. After you have tried a game or two and gotten comfortable with the flow of action, you may want to introduce the following.

The Multi-Action Charts

The Multi-Action Charts are used when you want to sum the action of many identical (or nearly identical) characters into a single die roll, or when a character is trying to have his roll apply to more than one action.

In order to use either of the Multi-Action Charts, each individual action must be able to succeed independently of the others. You could not, for instance, use the Multi-Action Charts to see if a group of characters could lift a rock -- it makes no sense for some of them to be able to lift the rock, and not the others. Either they all lift the rock or they all fail.

Many on One

To resolve many characters' actions with one roll, the characters must all have a skill or attribute value within one point of each other. If the values are too different, you must roll separately for each group with similar values.

For each group of similar characters, find the number of characters acting under "# Char." The corresponding bonus modifier is added to the group's bonus number.

To find how many of the characters succeed, use the "How Many Succeed" column. Find the entry corresponding to the amount by which the total exceeded the difficulty number (including the group bonus modifier), then look under "# Char." to find out how many characters succeeded.

In a situation requiring an effect total, use the bonus modifier of the number of characters who actually succeeded as the effect bonus.

Example: Six shocktroopers are gunning for a character, but only four hit. The damage bonus modifier is only +3.

One on Many

If a character is trying several actions with different skill values and/ or different difficulties, he rolls the die once to get a bonus number, and adds that bonus number to each skill separately. He then compares each total to the "modified difficulty" of the appropriate action. He may check in any order he wishes.

The difficulties are modified according to the "DN+" column of the "One on Many" chart. The first action checked is at DN+2, the second at DN+4, the third and fourth at DN+6, and so on.

If a character is attacking more than one opponent each opponent's Toughness is automatically increased by the amount listed under "Toughness Increase" for the total number of actions taken, even if the character hits fewer opponents than he attacked. Diverting his attention and efforts lowers the damage of any successful attack.

Quick Method

If a character uses the same skill to attempt several actions, each of which has a difficulty number within one of all others, you can use a shorthand method to determine number of successes. This is most often used when attacking multiple opponents, each of whom has the same defensive skill.

This method may not be used to attack the same opponent multiple times. Find the amount by which the skill total exceeded the difficulty of a single action, then look under the "# Char." column to find how many total actions succeed.

Unless dramatic circumstances dictate otherwise, always give player characters the top end of the spread when determining number of successes; if you have a choice of giving them three or four successes, let them succeed four times.

Extending the Chart

If situations arise when you need to find the modifier for a number of actions or groups larger than 15, find the value of the measure closest to your number. That value is the bonus modifier and the Toughness modifier. The "how many succeed/difficulty increase" modifier is equal to double that value.

Summing Efforts for a Single Action

When characters are combining their efforts to accomplish a single task, and when they must either succeed as a group or fail as a group, use the following procedure.

  1. A lead character is chosen; this is the character whose skill or action score is best suited for the task.
  2. All other characters whose appropriate skill or attribute is within five points of the lead character's skill may try to add their effort to the lead character. Each aiding character makes a Perception check against the "coordination difficulty" of the task.
  3. The value of the number of characters who successfully add their effort (including the lead character) becomes a bonus modifier for the lead character.
Following is a series of examples to help you set the coordination difficulty number for a task. By using these guidelines in conjunction with the difficulty number scale, you should be able to handle most occasions that arise.

Summing the Effect of Gamemaster Characters

What if 200 gamemaster characters are coordinating their efforts in a mystic ritual? Do you have to roll 200 Perception checks to come up with the correct answer? Well, yes; but if you are willing to live with an approximation, use the following (this assumes that each character has the same skill or unskilled attribute as the one the lead character is using, at a value which is within five of the lead character's value):

Value of number of characters
+ Average Perception
- coordination difficulty
-2
------------------------------
= bonus modifier for lead character

The final modifier may never be greater than the value for the number of characters. If an approximation is too large, reduce it to the value of the number of characters.

Avoiding the Tyranny of the Rules

The rules are a framework upon which you and your friends build stories set in the dynamic world of Torg. As with most frameworks, the rules work best when they show the least, and when they can bend under stress. If you need to bend the rules to keep a story flowing with a nice dramatic beat, do so. Keeping to the letter of the rules is almost certainly counter productive.

We wrote the rules so you could play a game in a unique setting, not so we could dictate exactly how you should use that setting. So go have fun.

That's a rule.


MANY ON ONE EXAMPLE

      Bonus   How Many
#    Modifier  Succeed
1       --      DN
2       +2     DN+2**
3-4     +3*    DN+4
5-6     +4     DN+6
7-10    +5     DN+8
11-15   +6     DN+IO
Four shocktroopers are trying to leap a pit which has a difficulty number of 10. They have jumping at 9. The gamemaster rolls a 14 for a bonus of one, increased to four because of the multi-action bonus modifier. They generate a total of 13 (9 plus 1 plus 3). They have beaten the difficulty number by three, which is enough for two of them, but not quite enough for all four. Two shocktroopers make it across, while two fall screaming into the pit.

* Four shocktroopers get a +3 modifier.

** Beating the difficulty number by 3 means that two have succeeded.


MULTI-ACTION CHARTS

Many On One

# Char. Bonus      How Many
        Modifier   Succeed
1         --           DN
2         +2          DN+2
3-4       +3          DN+4
5-6       +4          DN+6
7-10      +5          DN+8
11-15     +6          DN+10

One On Many

# Char. Toughness     How Many Succeed/
        Increase     Difficulty Increase
1          --               DN+2
2          +2               DN+4
3-4        +3               DN+6
5-6        +4               DN+8
7-10       +5               DN+10
11-15      +6               DN+12
DN = difficulty number; DN + ? means add the listed amount to the difficulty number.


This page hosted by Get your own Free Home Page