Post by Trish on Oct 1, 2010 22:21:08 GMT -5
ROLLING
In the FASERIP system we use here at #City_of_Sunshine, when we must roll we use a d100.
The result of the d100 is then compared to the Benchmark at which your given stat is placed.
But what is a benchmark? A Benchmark is a preset rating which has been assigned a word. the Benchmarks (and their numerical values) are;
Shift0-------- 2
Feeble-------- 4
Poor---------- 6
Typical------- 8
Good--------- 10
Excellent---- 15
Remarkable--- 20
Fantastic---- 30
Incredible--- 40
Spectacular-- 50
Amazing------ 60
Pheneomenal-- 80
Monstrous--- 100
Tremendous-- 120
Unearthly--- 150
ShiftX------ 200
ShiftY------ 300
ShiftZ------ 500
Class 1000- 1000
Class 3000- 3000
Class 5000- 5000
Beyond--- 10,000
The numerical values are not important right now, so just consider them a reference.
Now, when you roll your d100 you then compare your result to a chart. The chart tells you what 'color' your result is. The colors are;
Blue, White, Green, Yellow, Red, and SUPER CRIT.
They mean;
Blue: Botch; fumble; critical falure. You do almost the opposite of what you were trying to accomplish.
White: Failure. You do not accomplish what you were intending to do at all.
Green: Marginal Success. You don't exactly get what you were going for, but you get something done in that direction. If your attempt has a numerical outcome, generally it is halved for a Green result. However, for simple things a Green is often enough.
Yellow: Success. You solidly achieve whatever you were going for.
Red: Critical Success. You perform what you were going for even better than what your normal abilities would allow. If your attempt has a numerical outcome, generally it is increased to 150% for a Red result.
SUPER CRIT: Extremely rare epic achievement. If your attempt has a numerical outcome, generally it is doubled for a SUPER CRIT result.
Botches and SUPER CRITs are up to the GM running the scene. The exact effects are decided by them on the spot, though on SUPER CRITs you will usually get a choice of effects.
For a regular roll, where you are merely trying to accomplish something with no resistence, you roll and your outcome is based on the result.
GOOD NEWS, THOUGH! You do not have to consult the chart when you roll. Simply type the name of your benchmark with an exclamation point in front of it, and the bot will roll your die and calculate your result.
Example: Ken is an Excellent-rank artist. He wants to draw a picture. His character would type !excellent and the bot would provide him with his outcome.
Sometime you will see +1CS or -1CS, or something similar. +1CS means that you roll 1 bechmark better than your normall would. -1CS means you roll 1 worse. The rankings are listed from worst to best. So, if Ken got +1CS to his drawing, he would roll !remarkable. If he got -1CS, he would roll !good. If he got +3CS he would roll !incredible.
CONTESTED ROLLS
Not everything is easy, however. Sometimes, someone or something will actively resist your efforts. In this case, both the aggressor and the defender roll the relevant stat.
Example: Ken is chasing a purse snatcher. Ken wants to catch up to the snatcher, and the snatcher obviously wants to outrun Ken. Ken is the aggressor here, and the snatcher is the defender.
First Ken rolls his Agility and gets a result. If his result is Blue or White, he simply fails and the roll does not have to be contested.
However, if Ken gets a Green or better, then he has a chance to catch up and the snatcher must contest the roll. The snatcher would roll Agility now.
If one character rolls a better color, that player wins the roll - even if the number rolled is lower.
If both characters roll the same color, the actual number rolled is checked and whoever got the highest number wins.
If both get the same color and the same number, the character with the better Benchmark wins.
Finally, if the color, number, and benchmark are all the same, the contest goes to the defender.
Example:
Ken is standing on the street. The purse snatcher snatches a purse, running away,
Ken decides to chase him and try to get the purse back. Ken's Agility is Fantastic, so his player rolls !fantastic.
The bot tells him he has rolled a 70%, and for him that is a Yellow. He now threatens to catch the snatcher!
The Snatcher's Agility is Typical, but since he was aready running while Ken started from standing still, the GM says that the snatcher gets +1CS to this roll, so the GM rolls !good for the snatcher.
The bot says the snatcher has rolled a 77%! But, for a Good roll a 77% only amounts to a Green. Ken's yellow trumps the Green and he has now caught up to the purse snatcher. From here, they can make further rolls to interact with each other.
MULTIPLE ACTIONS
Sometimes you want to do more than one thing on your turn, and you are free to take multiple actions. Taking multiple actions is simple; first, note the benchmark you'd roll at normally.
Ken needs to leap across a series of trenches, and this again is a function of his Fantastic Agility. There are four trenches, and does not want to take four turns to cross them
We take his base benchmark, Fantastic, and we reduce it -1CS for his first action. This frees him up to make multiple actions this turn. Each action that turn gets an additional penalty of -1CS. Ken needs to make 4 actions, so he rolls:
!remarkable
!excellent!
!good
!typical
Now, at this point Ken is fine. However, there is a penalty for taking too many multiple actions. Reducing your stat to Typical is as far as you can go without penalty. However, let's say that Ken comes to a fence after his trenches and he wants to leap that. He would now roll:
!poor
This has taken him below Typical. As a result, he is now Exhausted - this means he cannot take any more actions after te end of his turn, and he will be unable to roll to dodge any incoming attacks. Exhausting yourself puts you at great risk!
And that, is all you need to know about the basics of rolling. :3
In the FASERIP system we use here at #City_of_Sunshine, when we must roll we use a d100.
The result of the d100 is then compared to the Benchmark at which your given stat is placed.
But what is a benchmark? A Benchmark is a preset rating which has been assigned a word. the Benchmarks (and their numerical values) are;
Shift0-------- 2
Feeble-------- 4
Poor---------- 6
Typical------- 8
Good--------- 10
Excellent---- 15
Remarkable--- 20
Fantastic---- 30
Incredible--- 40
Spectacular-- 50
Amazing------ 60
Pheneomenal-- 80
Monstrous--- 100
Tremendous-- 120
Unearthly--- 150
ShiftX------ 200
ShiftY------ 300
ShiftZ------ 500
Class 1000- 1000
Class 3000- 3000
Class 5000- 5000
Beyond--- 10,000
The numerical values are not important right now, so just consider them a reference.
Now, when you roll your d100 you then compare your result to a chart. The chart tells you what 'color' your result is. The colors are;
Blue, White, Green, Yellow, Red, and SUPER CRIT.
They mean;
Blue: Botch; fumble; critical falure. You do almost the opposite of what you were trying to accomplish.
White: Failure. You do not accomplish what you were intending to do at all.
Green: Marginal Success. You don't exactly get what you were going for, but you get something done in that direction. If your attempt has a numerical outcome, generally it is halved for a Green result. However, for simple things a Green is often enough.
Yellow: Success. You solidly achieve whatever you were going for.
Red: Critical Success. You perform what you were going for even better than what your normal abilities would allow. If your attempt has a numerical outcome, generally it is increased to 150% for a Red result.
SUPER CRIT: Extremely rare epic achievement. If your attempt has a numerical outcome, generally it is doubled for a SUPER CRIT result.
Botches and SUPER CRITs are up to the GM running the scene. The exact effects are decided by them on the spot, though on SUPER CRITs you will usually get a choice of effects.
For a regular roll, where you are merely trying to accomplish something with no resistence, you roll and your outcome is based on the result.
GOOD NEWS, THOUGH! You do not have to consult the chart when you roll. Simply type the name of your benchmark with an exclamation point in front of it, and the bot will roll your die and calculate your result.
Example: Ken is an Excellent-rank artist. He wants to draw a picture. His character would type !excellent and the bot would provide him with his outcome.
Sometime you will see +1CS or -1CS, or something similar. +1CS means that you roll 1 bechmark better than your normall would. -1CS means you roll 1 worse. The rankings are listed from worst to best. So, if Ken got +1CS to his drawing, he would roll !remarkable. If he got -1CS, he would roll !good. If he got +3CS he would roll !incredible.
CONTESTED ROLLS
Not everything is easy, however. Sometimes, someone or something will actively resist your efforts. In this case, both the aggressor and the defender roll the relevant stat.
Example: Ken is chasing a purse snatcher. Ken wants to catch up to the snatcher, and the snatcher obviously wants to outrun Ken. Ken is the aggressor here, and the snatcher is the defender.
First Ken rolls his Agility and gets a result. If his result is Blue or White, he simply fails and the roll does not have to be contested.
However, if Ken gets a Green or better, then he has a chance to catch up and the snatcher must contest the roll. The snatcher would roll Agility now.
If one character rolls a better color, that player wins the roll - even if the number rolled is lower.
If both characters roll the same color, the actual number rolled is checked and whoever got the highest number wins.
If both get the same color and the same number, the character with the better Benchmark wins.
Finally, if the color, number, and benchmark are all the same, the contest goes to the defender.
Example:
Ken is standing on the street. The purse snatcher snatches a purse, running away,
Ken decides to chase him and try to get the purse back. Ken's Agility is Fantastic, so his player rolls !fantastic.
The bot tells him he has rolled a 70%, and for him that is a Yellow. He now threatens to catch the snatcher!
The Snatcher's Agility is Typical, but since he was aready running while Ken started from standing still, the GM says that the snatcher gets +1CS to this roll, so the GM rolls !good for the snatcher.
The bot says the snatcher has rolled a 77%! But, for a Good roll a 77% only amounts to a Green. Ken's yellow trumps the Green and he has now caught up to the purse snatcher. From here, they can make further rolls to interact with each other.
MULTIPLE ACTIONS
Sometimes you want to do more than one thing on your turn, and you are free to take multiple actions. Taking multiple actions is simple; first, note the benchmark you'd roll at normally.
Ken needs to leap across a series of trenches, and this again is a function of his Fantastic Agility. There are four trenches, and does not want to take four turns to cross them
We take his base benchmark, Fantastic, and we reduce it -1CS for his first action. This frees him up to make multiple actions this turn. Each action that turn gets an additional penalty of -1CS. Ken needs to make 4 actions, so he rolls:
!remarkable
!excellent!
!good
!typical
Now, at this point Ken is fine. However, there is a penalty for taking too many multiple actions. Reducing your stat to Typical is as far as you can go without penalty. However, let's say that Ken comes to a fence after his trenches and he wants to leap that. He would now roll:
!poor
This has taken him below Typical. As a result, he is now Exhausted - this means he cannot take any more actions after te end of his turn, and he will be unable to roll to dodge any incoming attacks. Exhausting yourself puts you at great risk!
And that, is all you need to know about the basics of rolling. :3