Roll and Read
The key to Roll and Read is that, however you set up the character, the player and the GM agree on the expected outcome of the action before the die is rolled. If the die comes up high, then things go better for the character; if the roll is low, things are worse.
In this case, a warrior is expected to hit a foe, a wizard is expected to cast a spell, a scout is expected to pass unseen through cover. If the task is harder for some reason, then only partial success can be expected, and the character needs a lucky or even exceptional roll to do well. On the other hand, if the task is easy, then only an awful roll will have an effect on the outcome, although an unlucky roll may cause complications. There are no modifiers, ever, because the circumstances are already built in to the range of expectations.
The system also heads off the effect of pure dumb luck. A novice won't necessarily fell a master because of a lucky critical; a master won't necessarily foul up utterly because the die rolls low.
The advanced system uses a d10, because the range of results can be split into five categories, and centers on the expected outcome.
When you meet danger (skirmishes, traps, natural hazards), discuss the expected outcome, take action, and then roll a 10-sided die. The GM will determine the consequences accordingly.
And, if the roll seems like sheer bad luck or runs against expectations for the character, then the player may spend a point of Res to reroll (representing the character's effort and resolve). If this roll is Exceptional (9-10), then the Res point is not lost.
The system also heads off the effect of pure dumb luck. A novice won't necessarily fell a master because of a lucky critical; a master won't necessarily foul up utterly because the die rolls low.
The advanced system uses a d10, because the range of results can be split into five categories, and centers on the expected outcome.
When you meet danger (skirmishes, traps, natural hazards), discuss the expected outcome, take action, and then roll a 10-sided die. The GM will determine the consequences accordingly.
1-2: Awful/PoorAs before, if the character seems to hold a great advantage in terms of skill or circumstance, then roll two dice and take the best.
3-4: Unlucky/Weak
5-6: Expected/Middling
7-8: Lucky/Strong
9-10: Advantageous/Exceptional
And, if the roll seems like sheer bad luck or runs against expectations for the character, then the player may spend a point of Res to reroll (representing the character's effort and resolve). If this roll is Exceptional (9-10), then the Res point is not lost.
Characters in Roll and Read
Characters can be generated free-form, with a short list of skills, abilities, knacks, and characteristics.
They have one common score, Resources/Resilience (Res), a measure of resourcefulness, resolve, level, luck, and even hit points. If you want to take an experience levels approach, then character can begin with Res [1] and gain Res as they adventure. If you want characters to have a better chance of survival from the start, begin at Res [3]. Res should be used to represent character ability by gaining rerolls on critical efforts.
Combat
Combat is a matter of rolling, comparing, and reading a result. Hence, a squad of attacking gremlins might pose a slight threat for an armed warrior. In combat against these gremlins, if you’re Unlucky, you’re hit. This character would stand on equal or slightly better terms with a ragged goblin, and so probably wound with an Expected/Middling roll, and a Strong roll would read as a vital hit. But even an armed and armoured knight would have to be make an Exceptional roll to hurt a powerful dragon.
Where the roll is low enough that the character is wounded, deduct a point of Res. When the last point of Res is lost, the character is out of play for the rest of the scene. The player can then decide whether the character continues on play or is discarded.
[This section updated 11/23/16]
Where the roll is low enough that the character is wounded, deduct a point of Res. When the last point of Res is lost, the character is out of play for the rest of the scene. The player can then decide whether the character continues on play or is discarded.
[This section updated 11/23/16]
Encounters and Hazards
For the sake of comparison, encounters, and hazards, can be ranked on the Poor to Exceptional scale. Encounters can also have individual or group Res.
I hadn't noticed this adjudication method before. It's intriguing, and I like the lack of modifiers and extreme results. I've found Play the World to be a bit fiddly in this regard, but agreeing with the players on possible results rather than just tossing out a target number seems a better way to handle it.
ReplyDeleteThis works very well as many times I just roll and interpret the results from the vantage of the characters doing the task. A 7-8 Lucky Strong result by a swordsman vs a kid with a stick are two different things. Have the dice decide story not mechanics that don't fit.
ReplyDeleteMy current one system.
ReplyDelete20 Perfection
18-19 Extremely Good
16-17 Very Good
13-15 Good
9-12 Average
6-8 Bad
4-5 Very Bad
2-3 Extremely Bad
1. Diaster
You get 5 Destiny points.
I like the way the numbers are scaled on the d20 here. I find you don't need modifiers because roll and read balances itself from the point of view of the players.
Delete