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Clockwork Publishing to launch Crowdfunding for New Edition of DARK CONSPIRACY
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<blockquote data-quote="Silent Pat" data-source="post: 7590979" data-attributes="member: 54342"><p><strong>Update - The Dark Conspiracy System - How do the Rules Work?</strong></p><p></p><p>When the Dark Conspiracy system team — Sascha, Frank, Patric, Uli, and Jason — sat down at our initial summit in Cologne, Germany, and discussed what system we were going to use, the answer was obvious to everyone.</p><p></p><p>We would update the original so that the many passionate fans of prior editions of the game would be able to convert old materials easily, but at the same time, we’d streamline and simplify when possible. The original game had a lot of surprisingly crunchy sub-systems and some obvious exploits, so we wanted to address those as well as broadening the ways players can create and play their minion hunters.</p><p></p><p>Over the course of the next several months, Sascha and Frank took the original system and the updated d20-based system from the Dark Conspiracy PC Booster Kit and went through element after element and determined how to bring a modern sensibility to the rules and retain something that was recognizably derived from Lester Smith and Mark Miller’s original system.</p><p></p><p>The resulting system is straightforward, runs quickly in play, and players can grasp it easily.</p><p></p><ul> <li data-xf-list-type="ul">The basic chance of success is equal to the relevant skill of the task being attempted plus the associated attribute that skill belongs to: Skill Rank + Attribute = Skill Value.</li> <li data-xf-list-type="ul">All actions a character (whether minion hunter or nonplayer character) attempts are handled on a single d20, attempting to roll equal to or below the Skill Value. The d20 result itself is not modified, just the Skill Value being attempted.</li> <li data-xf-list-type="ul">The Skill Value may be modified by the general difficulty of the task being attempted, such as due to environmental factors, conditions, how injured the character is, or other factors. The Difficulty Modifiers range from +6 for a Routine task to –9 for an Impossible one.</li> <li data-xf-list-type="ul">A roll of 1 is always a success and a 20 is a failure, no matter what the modified Skill Value is.</li> <li data-xf-list-type="ul">A roll of 10 lower than the modified Skill Value is an outstanding success (like a critical in other games), and a roll of 10 higher than the modified skill value is an outstanding failure (a fumble in other games).</li> <li data-xf-list-type="ul">Initiative is based on a combination of a character’s relevant combat skill rank plus their Agility attribute plus a roll of 1d6.</li> </ul><p></p><p></p><p>Each combat turn is broken into six five-second combat phases. In each combat phase, characters can perform a minor action and a combat action, as well as multiple reactions and/or free actions.</p><p></p><ul> <li data-xf-list-type="ul">Minor actions include things like bracing, moving at a walk or trot, switching gear, and standing from being prone.</li> <li data-xf-list-type="ul">Major actions include aiming, firing, attacking in melee, readying a weapon for later use, reloading, running, using an object, throwing something, and disengaging.</li> <li data-xf-list-type="ul">Reactions include blocking (parrying) and reactive attacks. The more you attempt in a round, the harder it gets.</li> <li data-xf-list-type="ul">Free actions are things like dropping items, going prone, and brief talking.</li> </ul><p></p><p>There’s more, but for the most part that’s all players need to know to get started. We’ll be going into additional depth in future updates. Thanks for your support!</p><p></p><p><a href="https://www.gameontabletop.com/crowdfunding-189.html#item-updates-3350" target="_blank">https://www.gameontabletop.com/crowdfunding-189.html#item-updates-3350</a></p></blockquote><p></p>
[QUOTE="Silent Pat, post: 7590979, member: 54342"] [B]Update - The Dark Conspiracy System - How do the Rules Work?[/B] When the Dark Conspiracy system team — Sascha, Frank, Patric, Uli, and Jason — sat down at our initial summit in Cologne, Germany, and discussed what system we were going to use, the answer was obvious to everyone. We would update the original so that the many passionate fans of prior editions of the game would be able to convert old materials easily, but at the same time, we’d streamline and simplify when possible. The original game had a lot of surprisingly crunchy sub-systems and some obvious exploits, so we wanted to address those as well as broadening the ways players can create and play their minion hunters. Over the course of the next several months, Sascha and Frank took the original system and the updated d20-based system from the Dark Conspiracy PC Booster Kit and went through element after element and determined how to bring a modern sensibility to the rules and retain something that was recognizably derived from Lester Smith and Mark Miller’s original system. The resulting system is straightforward, runs quickly in play, and players can grasp it easily. [LIST] [*]The basic chance of success is equal to the relevant skill of the task being attempted plus the associated attribute that skill belongs to: Skill Rank + Attribute = Skill Value. [*]All actions a character (whether minion hunter or nonplayer character) attempts are handled on a single d20, attempting to roll equal to or below the Skill Value. The d20 result itself is not modified, just the Skill Value being attempted. [*]The Skill Value may be modified by the general difficulty of the task being attempted, such as due to environmental factors, conditions, how injured the character is, or other factors. The Difficulty Modifiers range from +6 for a Routine task to –9 for an Impossible one. [*]A roll of 1 is always a success and a 20 is a failure, no matter what the modified Skill Value is. [*]A roll of 10 lower than the modified Skill Value is an outstanding success (like a critical in other games), and a roll of 10 higher than the modified skill value is an outstanding failure (a fumble in other games). [*]Initiative is based on a combination of a character’s relevant combat skill rank plus their Agility attribute plus a roll of 1d6. [/LIST] Each combat turn is broken into six five-second combat phases. In each combat phase, characters can perform a minor action and a combat action, as well as multiple reactions and/or free actions. [LIST] [*]Minor actions include things like bracing, moving at a walk or trot, switching gear, and standing from being prone. [*]Major actions include aiming, firing, attacking in melee, readying a weapon for later use, reloading, running, using an object, throwing something, and disengaging. [*]Reactions include blocking (parrying) and reactive attacks. The more you attempt in a round, the harder it gets. [*]Free actions are things like dropping items, going prone, and brief talking. [/LIST] There’s more, but for the most part that’s all players need to know to get started. We’ll be going into additional depth in future updates. Thanks for your support! [url]https://www.gameontabletop.com/crowdfunding-189.html#item-updates-3350[/url] [/QUOTE]
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