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[OOC] Regulations and Orders (Mechanics)

Posted by The GMFor group 0
The GM
GM, 7 posts
Harbinger of Diesel
Sun 13 Feb 2022
at 06:49
  • msg #1

[OOC] Regulations and Orders (Mechanics)

OOC place for rule clarification and house rules.
The GM
GM, 13 posts
Harbinger of Diesel
Sat 5 Mar 2022
at 21:47
  • msg #2

[OOC] Regulations and Orders (Mechanics)

common game mechanics and terms:

Success & Failure
10+ strong success, the action plays out as the character intended
7+ weak success, the action succeeds but there are complications
6 and under, fail

Advantage
There are no specific modifiers, although when a PC has advantage  they are unable to fail.

Disadvantage
There are no specific modifiers, although when a PC has disadvantage they are unable to generate a strong success.

Hold
Hold is currency that allows you to make some choices later on by spending the hold as the move describes. Hold is always saved up for the move that generated it and in a situation that would normally demand use of that same move.

Hold boost
A point of Hold may be used before a roll to gain advantage.

Hold bump
Using a point of Hold after a roll to bump the roll +1 turning a fail into a weak success or a weak success into a strong success. A Hold bump can also be used to increase damage dealt by +1.

Hold +1
Where PCs have taken control of a situation or have some kind of advantage they can use at any time they Hold +1.  This means they may add +1 to a future roll if they choose to do so.  Hold +1 is usually one-time add to a roll (to bump from fail to weak success or weak success to strong success).  This bump is applied after the results of the roll.

Take +1/-1 forward
In favorable conditions PCs may take +1 forward (adding +1 to the next roll)
In unfavorable conditions PCs may take -1 forward (subtract -1 from the next roll)

Snake eyes & Box cars
On a natural roll of 2, somthing bad happens...
On a natural roll of 12, something good happens...
This message was last edited by the GM at 22:00, Sat 05 Mar 2022.
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