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Basic rules improvements #82
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@@ -19,15 +19,15 @@ \subsection{Accuracy and Difficulty} | |
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These situations (and more!) cause pilots to accrue \Accuracy and \Difficulty on rolls. | ||
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1 \Accuracy adds \textbf{1d6} to the roll it is applied to. \\ | ||
1 \Difficulty subtracts \textbf{1d6} from the roll it is applied to \\ | ||
\Accuracy and \Difficulty cancel each other out, on a 1 to 1 basis. \\ | ||
\Accuracy and \Difficulty do not stack: instead, the greatest result is chosen and applied to the | ||
1 \Accuracy adds \textbf{1d6} to the roll to which it is applied. \\ | ||
1 \Difficulty subtracts \textbf{1d6} from the roll to which it is applied. \\ | ||
Each dice of \Accuracy and \Difficulty cancel each other out, on a 1 to 1 basis. \\ | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "die" not "dice" |
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Multiple \Accuracy or \Difficulty dice do not stack: instead, the greatest result is chosen and applied to the | ||
final roll. \\ | ||
\begin{itemize} | ||
\item An attack roll made with \textbf{+2 Accuracy} would not add the results of those two rolls. Instead, you would pick the greatest result between the two and apply it to your final roll. | ||
\item An attack roll made with \textbf{+1 Accuracy} and \textbf{+1 Difficulty} would have no bonus or subtraction applied to it: the single \Accuracy die and single \Difficulty die would cancel each other out before there is a need to roll. | ||
\item An attack roll made with \textbf{+2 Accuracy} and \textbf{+1 Difficulty} would be made as a roll with \textbf{+1 Accuracy} | ||
\item An attack roll made with \textbf{+2 Accuracy} and \textbf{+1 Difficulty} would be made with net \textbf{+1 Accuracy} | ||
\end{itemize} | ||
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\subsection{Grit} | ||
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@@ -17,11 +17,11 @@ \section{Mech Skills} | |
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\subsection*{Which to use?} | ||
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When you make a \textbf{skill check}, and use your \textit{pilot's natural skill, experience, or abilities}, use your | ||
When you make a \textbf{skill check}, utilizing your \textit{pilot's natural skill, experience, or abilities}, use your | ||
pilot skills (1d20 + pilot skill) \\ | ||
When you make a \textbf{skill check} and rely on your mech's \textit{systems, survivability, or raw power}, use | ||
When you make a \textbf{skill check} relying on your mech's \textit{systems, survivability, or raw power}, use | ||
your mech skills (1d20 + mech skill) \\ | ||
When you make an \textbf{attack roll}, add Grit. You might add other skills, like Hull or Systems, instead, | ||
When you make an \textbf{attack roll}, add Grit. In some circumstances you may instead add other skills --- like Hull or Systems --- | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd prefer keeping "might" here when "may" is often used to mean "at the playert's choice". |
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but only when specified. | ||
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You can get extra bonuses on all checks or attack rolls from talents, gear, or pilot backgrounds. | ||
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@@ -1,8 +1,8 @@ | ||
\section{Setup} | ||
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This game makes use of two types of dice, the 20 sided dice (referred to from hereon as a d20) | ||
This game makes use of two types of dice: the 20 sided dice (referred to from hereon as a d20), | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Don't put a comma in a list of two items. |
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and the 6 sided dice (referred to from hereon as the d6). Multiple dice will be referred to in the | ||
following format - 1 six sided die = 1d6, 2 six sided dice = 2d6, etc. | ||
following format: 1 six sided die = 1d6, 2 six sided dice = 2d6, etc. | ||
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Sometimes the rules will call for you to roll a 1d3. That is simply a 1d6 with the results halved and | ||
rounded up (1-2 =1, 3-4=2, 5-6=3). | ||
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@@ -4,29 +4,29 @@ \section{Skill Checks and Attacks} | |
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A \textbf{skill check} is required in a challenging or tense situation that requires some effort to | ||
overcome. To make a skill check, first name your goal (break down the door, hack the computer), | ||
then \textbf{roll 1d20}, and add any relevant bonuses. On a total result of \textbf{10 or higher}, you \textbf{accomplish | ||
your goal}. On a \textbf{20+ you excel at your goal}, giving you better results than you expected. a total | ||
then \textbf{roll 1d20}, adding any relevant bonuses. On a total result of \textbf{10 or higher}, you \textbf{accomplish | ||
your goal}. On a \textbf{20+}, \textbf{you excel at your goal}, giving you better results than you expected. On a total | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Extra space here. |
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result of \textbf{9 or lower}, you \textbf{don't accomplish your goal}. A failed roll doesn't necessarily mean you | ||
fail completely, but further complicates the situation. The GM cannot change the target number | ||
fail completely, but may instead complicates the situation in some manner. The GM cannot change the target number | ||
(10) of a skill check, but can add additional Difficulty (see just below) to the check if it's harder | ||
than normal. | ||
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An \textbf{Attack} is an offensive roll against another actor in \textbf{mech combat}, such as firing a weapon, | ||
An \textbf{Attack} is an offensive roll against another actor in \textbf{mech or pilot combat}, such as firing a weapon, | ||
attempting to hack a target, or wrestle them to the ground. An attack roll is made the same way | ||
as a skill check (1d20 + relevant bonuses), but the target number can differ from 10, and usually | ||
depends on the numerical defensive statistic of your target, such as evasion, or electronic | ||
defense. An attack is successful if it equals or exceeds the target defense. \textbf{Some attacks can | ||
deal a Critical Hit on a 20+}, allowing you to deal more damage or trigger extra effects. | ||
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If a rule refers to an `attack', it applies to an individual roll. The rules might also refer specifically | ||
If a rule refers to an ``attack'', it applies to an individual roll. The rules might also refer specifically | ||
to \textit{ranged} or \textit{melee} attacks (attacks typically made with a weapon or part of your mech) or tech | ||
attacks (attacks made with electronic warfare). | ||
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\subsection*{Contested Check} | ||
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As a mech or pilot, you may be called on to perform a \textbf{contested check}. Both the attacker and | ||
defender make skill checks, adding bonuses and penalties. The winner of the contest is whoever | ||
has the highest total result - in the case of any ties, the attacker wins. | ||
has the highest total result --- in the case of any ties, the attacker wins. | ||
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\subsection*{Failing Checks} | ||
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Never ending a sentence in a preposition is a grammatical rule for which that I do not care.