10-19-2015, 04:46 PM
Alright, here it is.
RTD: SYSTEM OF THE YEAR EDITION
Fluid environment:
This is where characters have choices of action, and usually happen when directly in an encounter with an NPC. Again, the Round-based rules apply: you call your action, I roll the dice, roleplay your result, and call your next action.
I'm stealing the 10 system above.
Your action against someone else is your roll "against" them. Their counter-roll, in response, is their roll "for" them.
A lower roll always fails to a higher roll, if you rolled a 1, and they rolled a 2, they win. The exception is if you both roll the same number, in which case BOTH sides fail.
A six sided die then decides how great of a win or failure it is. Note that, by the system, you have already succeeded or failed, and therefore this roll is only for the purposes of roleplaying.
Modifiers still exist, but only are gained from an advantage of disadvantage of some kind. Maybe their armor resists small arms (+2 to roll for). Maybe you don't know how to use small arms (-2 to roll against). Maybe small arms are your preferred weapon (+2 to roll against). Maybe you know the weak point of the armor (-2 to roll for). You can also get modified based on how to describe your actions. Generic descriptions get none, but declaring that you are focused on your action will gain you a bonus to your rolls against the target, but negatively impact your rolls for yourself.
I want to make this clear, this is not a all-numbers system. Not every action needs to be a shot in the face. You can taunt an enemy to make them focus on you. Blow up their cover to negatively impact their roll for. Steady your weapon to gain a bonus next round. Maybe even just idle. You're not restricted to the obvious actions.
Static environment:
Here you are only preforming one action, usually against something an NPC is responsible for, like a wound you're trying to heal, a door you're trying to cut open, or a computer you're trying to hack.
Instead of being a succession of rounds, one roll decides how you do in that entire scene, as you are not going to be interrupted by a fight or something.
A 1-5 is a failure, 1 is the greatest failure, 5 is almost successful. Similarly, 6-10 is a success. The system is simple.
You will also get modifiers in a similar way to above. Saying that you'll take it slow will give you a bonus, but I'll let players go through another scene before your roll is decided. Saying that you're taking risks means I'll give you a randomly generated modifier. Act interesting.
Both parts of the system are always used against NPCs and is not forced on PC interactions. However, if all players involved agree, you can choose to put your faith in random generation. THIS SYSTEM DOES NOT EXEMPT YOU FROM ROLEPLAYING YOUR CHARACTER'S ACTIONS. IT SIMPLY RESOLVES CHARACTER ACTIONS RANDOMLY RATHER THAN DEMOCRATICALLY.
RTD: SYSTEM OF THE YEAR EDITION
Fluid environment:
This is where characters have choices of action, and usually happen when directly in an encounter with an NPC. Again, the Round-based rules apply: you call your action, I roll the dice, roleplay your result, and call your next action.
I'm stealing the 10 system above.
Your action against someone else is your roll "against" them. Their counter-roll, in response, is their roll "for" them.
A lower roll always fails to a higher roll, if you rolled a 1, and they rolled a 2, they win. The exception is if you both roll the same number, in which case BOTH sides fail.
A six sided die then decides how great of a win or failure it is. Note that, by the system, you have already succeeded or failed, and therefore this roll is only for the purposes of roleplaying.
Modifiers still exist, but only are gained from an advantage of disadvantage of some kind. Maybe their armor resists small arms (+2 to roll for). Maybe you don't know how to use small arms (-2 to roll against). Maybe small arms are your preferred weapon (+2 to roll against). Maybe you know the weak point of the armor (-2 to roll for). You can also get modified based on how to describe your actions. Generic descriptions get none, but declaring that you are focused on your action will gain you a bonus to your rolls against the target, but negatively impact your rolls for yourself.
I want to make this clear, this is not a all-numbers system. Not every action needs to be a shot in the face. You can taunt an enemy to make them focus on you. Blow up their cover to negatively impact their roll for. Steady your weapon to gain a bonus next round. Maybe even just idle. You're not restricted to the obvious actions.
Static environment:
Here you are only preforming one action, usually against something an NPC is responsible for, like a wound you're trying to heal, a door you're trying to cut open, or a computer you're trying to hack.
Instead of being a succession of rounds, one roll decides how you do in that entire scene, as you are not going to be interrupted by a fight or something.
A 1-5 is a failure, 1 is the greatest failure, 5 is almost successful. Similarly, 6-10 is a success. The system is simple.
You will also get modifiers in a similar way to above. Saying that you'll take it slow will give you a bonus, but I'll let players go through another scene before your roll is decided. Saying that you're taking risks means I'll give you a randomly generated modifier. Act interesting.
Both parts of the system are always used against NPCs and is not forced on PC interactions. However, if all players involved agree, you can choose to put your faith in random generation. THIS SYSTEM DOES NOT EXEMPT YOU FROM ROLEPLAYING YOUR CHARACTER'S ACTIONS. IT SIMPLY RESOLVES CHARACTER ACTIONS RANDOMLY RATHER THAN DEMOCRATICALLY.
Linux Crime Squad