Monday, April 20, 2020
WthC Defined System Basics
Been working a bit more on the system. Basically trying to define the core structure so I can then spread out from that.
First off only 12 sided dice are used.
You have three traits: Mental, Physical and Social. Each of these have a number of Abilities listed under them. The Trait score denotes how many dice you get to roll. While your abilities denote the number you need to roll under in order to succeed.
Traits have a score that ranges from 1 to 4.
Abilities come in three levels: Novice, Trained and Expert. At Novice you need to roll a 4 or less, Trained you need to roll a 6 or less and at expert you need to roll a 8 or less. No matter how many dice your roll you only count the lowest die.
All rolls are normally done with the assumption that the Ability is being performed under stress. This means most abilities don't need to be rolled to perform basic routine tests. Example: Driving your vehicle to your destination - no roll needed; Driving your vehicle at high speeds down a crowded street while being shot at - then a roll is needed.
To simplify the book work needed when you roll the target numbers determined by the Ability level never change. Instead you may gain an extra die to roll through either good roleplaying, a good interesting description of what you are doing or by stating the use of something to help the character. Whether an extra die is awarded is up to the GM at all times.
Example of good roleplaying: "As I see Ron get shot and go down I flash back to my training, and yell that I got him as I'm sliding in next to him letting my reflex and instinct take over."
Example of good description: "Dropping down next to Ron and checking his wound, compressing it with one hand and pulling his torn shirt back with the other as I analyze what to do."
Example of something extra: "Going to help take care of Ron's wound using my first aid ability, also I have a first aid kit and I'm pulling it out as well."
The reason for these three distinct different ways to get an extra die is because not everybody plays the same. Some people are natural thespians and can roleplay great at the drop of a hot, others are not. This way everyone has some sort of equal chance for that die.
Now some rolls can be made without an Ability behind them. Such as using brute force to knock down a door, solving a puzzle or riddle or remaining upright after a hard impact. For these situations the GM determines which Trait is necessary to roll and assigns a difficulty number using the 4, 6, 8 scale.
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