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<blockquote data-quote="CarlZog" data-source="post: 2737936" data-attributes="member: 11716"><p><strong>Alternity</strong></p><p></p><p><strong>ALTERNITY</strong> is a flexible, heavily skill-based system originally designed as a generic science fiction game. Classes are very loosely defined; levels mostly just offer a chance to spend experience points improving skills; and core attributes are central to the mechanics.</p><p></p><p>The rules were written in a modular fashion, allowing you to adopt a fairly simple ruleset or add more detailed rules as you choose.</p><p></p><p>The core dice mechanic is particularly unique, and seems to confuse new players, but it's very simple once you get hang of it. This is "Low rolls are better" game, which intuitively turns some folks off.</p><p></p><p>I really like the core mechanics, which I think contribute a lot to the tension of the game's action. It's a great system for modern or futuristic adventure. WAY more exciting and evocative than d20 Modern/Future. The two primary settings published for it are brilliant and have been cannabalized by WotC for d20 Modern/Future</p><p></p><p>Here's a few of the basic Alternity features that stand out:</p><p></p><p><strong>HIT POINTS</strong></p><p>Alternity uses a Durability system in which "hit points" are divided in four categories, reflecting different types/degrees of "damage": fatigue, stun, wounds, mortal. Initial points are based on Constitution. As points drop, your ability to perform actions are negatively impacted. Points do NOT rise with experience; instead, increases in skills should contribute to keeping you from harm in the first place.</p><p></p><p><strong>SKILLS</strong></p><p>Skills are based on attributes. Your skill score is sum of the actual score of the relevant attribute plus any ranks in the skill. Roll LESS than your skill score to succeed. There's also a great system for complex skill checks requiring an undisclosed (to the player) number of successes in a series of checks</p><p></p><p><strong>CORE DICE MECHANIC</strong></p><p>The difficulty of the skill check is accommodated by the core dice system. For most people, this seems to be the toughest part of understanding Alternity. The core mechanic involves rolling a d20 and usually one other die (either a d4, d6, d8, d12, or another d20) known as the situation die. The difficulty of the situation dictates which second die is rolled and whether it is added or subtracted from the d20. REMEMBER, you're trying to roll less than your skill score so low numbers are good:</p><p></p><p><img src="http://www.enworld.org/attachment.php?attachmentid=23554&stc=1" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The DM can either eyeball each situation and subjectively decide the dice, or use detailed "situation step modifiers" from the rules.</p><p></p><p><strong>DEGREES OF SUCCESS</strong></p><p>Any skill check can have several degrees of success, depending on how far below the skill score you rolled. The better the success, the better the result -- often adjudicated by the GM. (Ex: A nominal jump success gets you across the chasm, but you're holding onto the edge by your hands and still must crawl up and onto the ledge. An amazing success lands well on the other side and able to take another action for free.)</p><p></p><p><strong>INITIATIVE</strong></p><p>Rounds are broken up into 4 phases in which everybody acts simultaneously. Your constitution and will dictate the maximum number of phases in which you can act, and your initiative roll, based on your dexterity and intelligence, determines which phase you first act in. New initiative rolls occur each round. It's less cumbersome than it sounds and it creates really dynamic combat.</p><p></p><p><strong>COMBAT</strong></p><p>There is no separate combat mechanic. Attacks are skill checks using a relevant skill, such as "Rifle". The difficulty of the skill check (i.e. which dice you roll) is determined by a variety of "situation step modifiers" such as range, speed of target, target's cover, target's size, and any relevant resistance offered by the target's attributes. Again, there are degrees of success, so an amazing shot may take the guy's head off, while a marginal success just grazes him.</p><p></p><p><strong>WEAPONS DAMAGE and ARMOR</strong></p><p>All weapons have three different types and amounts of damage based on your skill check success. For example, a shotgun blast with Ordinary success 1d4 in wound damage, or 1d6 in wound damage with Good success, or 1d4 in <em>Mortal</em> damage with Amazing success.</p><p></p><p>Armor is variable damage reduction. For example, chainmail will absorb 1d6-1 of low impact damage. Helmets, boots, gloves, etc. add bonuses to the total amount of damage absorbed.</p><p></p><p>--</p><p></p><p>For more info check out <a href="http://www.alternity.net" target="_blank">www.alternity.net</a> -- the official Alternity site, packed with info and resources.</p><p></p><p></p><p>Carl</p></blockquote><p></p>
[QUOTE="CarlZog, post: 2737936, member: 11716"] [b]Alternity[/b] [B]ALTERNITY[/B] is a flexible, heavily skill-based system originally designed as a generic science fiction game. Classes are very loosely defined; levels mostly just offer a chance to spend experience points improving skills; and core attributes are central to the mechanics. The rules were written in a modular fashion, allowing you to adopt a fairly simple ruleset or add more detailed rules as you choose. The core dice mechanic is particularly unique, and seems to confuse new players, but it's very simple once you get hang of it. This is "Low rolls are better" game, which intuitively turns some folks off. I really like the core mechanics, which I think contribute a lot to the tension of the game's action. It's a great system for modern or futuristic adventure. WAY more exciting and evocative than d20 Modern/Future. The two primary settings published for it are brilliant and have been cannabalized by WotC for d20 Modern/Future Here's a few of the basic Alternity features that stand out: [B]HIT POINTS[/B] Alternity uses a Durability system in which "hit points" are divided in four categories, reflecting different types/degrees of "damage": fatigue, stun, wounds, mortal. Initial points are based on Constitution. As points drop, your ability to perform actions are negatively impacted. Points do NOT rise with experience; instead, increases in skills should contribute to keeping you from harm in the first place. [B]SKILLS[/B] Skills are based on attributes. Your skill score is sum of the actual score of the relevant attribute plus any ranks in the skill. Roll LESS than your skill score to succeed. There's also a great system for complex skill checks requiring an undisclosed (to the player) number of successes in a series of checks [B]CORE DICE MECHANIC[/B] The difficulty of the skill check is accommodated by the core dice system. For most people, this seems to be the toughest part of understanding Alternity. The core mechanic involves rolling a d20 and usually one other die (either a d4, d6, d8, d12, or another d20) known as the situation die. The difficulty of the situation dictates which second die is rolled and whether it is added or subtracted from the d20. REMEMBER, you're trying to roll less than your skill score so low numbers are good: [IMG]http://www.enworld.org/attachment.php?attachmentid=23554&stc=1[/IMG] The DM can either eyeball each situation and subjectively decide the dice, or use detailed "situation step modifiers" from the rules. [B]DEGREES OF SUCCESS[/B] Any skill check can have several degrees of success, depending on how far below the skill score you rolled. The better the success, the better the result -- often adjudicated by the GM. (Ex: A nominal jump success gets you across the chasm, but you're holding onto the edge by your hands and still must crawl up and onto the ledge. An amazing success lands well on the other side and able to take another action for free.) [B]INITIATIVE[/B] Rounds are broken up into 4 phases in which everybody acts simultaneously. Your constitution and will dictate the maximum number of phases in which you can act, and your initiative roll, based on your dexterity and intelligence, determines which phase you first act in. New initiative rolls occur each round. It's less cumbersome than it sounds and it creates really dynamic combat. [B]COMBAT[/B] There is no separate combat mechanic. Attacks are skill checks using a relevant skill, such as "Rifle". The difficulty of the skill check (i.e. which dice you roll) is determined by a variety of "situation step modifiers" such as range, speed of target, target's cover, target's size, and any relevant resistance offered by the target's attributes. Again, there are degrees of success, so an amazing shot may take the guy's head off, while a marginal success just grazes him. [B]WEAPONS DAMAGE and ARMOR[/B] All weapons have three different types and amounts of damage based on your skill check success. For example, a shotgun blast with Ordinary success 1d4 in wound damage, or 1d6 in wound damage with Good success, or 1d4 in [I]Mortal[/I] damage with Amazing success. Armor is variable damage reduction. For example, chainmail will absorb 1d6-1 of low impact damage. Helmets, boots, gloves, etc. add bonuses to the total amount of damage absorbed. -- For more info check out [url]www.alternity.net[/url] -- the official Alternity site, packed with info and resources. Carl [/QUOTE]
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