TASKS and
OBSTACLES
Inevitably players will be faced
with some task or obstacle that will require a chance of success. This could
include lying to a guard, picking a lock or climbing a wall. Determining the
success of these actions is rather simple with Game Masters needing to take
very little into consideration when creating and resolving the task.
A quick approach would go as
follows:
1. Determine what the player wishes to do
or accomplish.
2. Decide on the action and the Stat that
accompanies that action and if there are any items necessary to accomplish the
task.
3. Choose a Target Number from the
Success Table (there’s only 3 to choose from).
4. Have the player roll the dice
associated with Stat and add their Stat Level.
5. Narrate the outcome.
Example: A player needs to enter a building
but the doors are heavily guarded. The player decides that instead of fighting
their way in they would rather attempt to scale one of the buildings walls to
an exposed balcony (of which this building has many). Based on the action the
player wishes to undertake the Game Master could determine that climbing is a
STR based action. Taking into consideration the player’s Stat Level (maybe a
STR of 2) the GM sets the target number at 9+. The player is then asked to roll
their STR and add their STR Level. If their roll is at least a nine they would
successfully scale the wall and get onto the balcony. If not, the Game Master
would narrate their failure as they see fit.
Failing an action like in the
example above does not mean the player cannot make a further attempt. The
number of attempts is referred by the Game Master with amount of time taken
into consideration (maybe the failure creates some noise and a guard patrols
the area as a response).
ITEMS
TABLE
There are tasks that require the use
of specific items. Below is a list of actions and the items that required
before they may be attempted. Game Masters, this list is not comprehensive and
you should feel free to add to it or ignore it completely at your discretion.
*Table is in progress and far from complete*
ACTION
|
REQUIRED ITEM(s)
|
Open Locks
|
Thieves Tools
|
Disarm Traps
|
General Tool
Kit or Trap Kit
|
Repelling
|
Rope
|
Forgery
|
All items
necessary to create replica
|
SUCCESS TABLE
Use
the following table to set difficulty and target number for non-combat oriented
tasks or obstacles. The table is divided up into 3 tiers in order to consolidate
and simplify the number ranges players have to work with. Each tier has two
stat levels associated with it that should be taken into consideration by a GM when
setting the difficulty of a task. This can be done simply by looking at the
players character sheet and deciding if the task is something that should be
accomplishable for that players skill or not.
One
note; when a player is at the higher end of the tier in terms of stat level,
they do have a chance of succeeding against the target number set for the tier
above them. Game masters need to take this into consideration when choosing
which target number to use.
TIER
|
STAT LEVEL RANGE
|
TARGET NUMBER
|
1
|
0 – 1
|
7+
|
2
|
2 – 3
|
10+
|
3
|
4 - 5
|
13+
|
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