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[Trinity Continuum] What do you think and what are you doing with it?
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<blockquote data-quote="Staffan" data-source="post: 8729959" data-attributes="member: 907"><p>Basically, it works like this:</p><p></p><ol> <li data-xf-list-type="ol">Decide what to roll, e.g. Aim + Dexterity. Roll. Unless you get at least one success, go to step 4.</li> <li data-xf-list-type="ol">Assuming you had at least one success, add a number of successes equal to enhancement.</li> <li data-xf-list-type="ol">Spend successes on Difficulty, Complications, and possibly Stunts.<ul> <li data-xf-list-type="ul">For an attack, the Difficulty is the target's Defense. If you can cover that, your attack has connected and you can spend successes on Stunts.<ul> <li data-xf-list-type="ul">The most common Stunt is Inflict Damage, which has a cost equal to the target's Soft Armor. <strong>Note that for many antagonists, actual Defense and Soft Armor are combined into just Defense</strong> (sometimes with the armor specified, e.g. "Defense 3 (including 2 soft armor)", so in these cases "Defense" is what you need to both hit and hurt them. This speeds things up in most cases, but in case you're trying to do fancy stuff the Storyguide might have to make some calls on how much is actual defense and how much is armor. This inflicts one level of damage on the target.<ul> <li data-xf-list-type="ul">Normally, you can only buy this once per attack. If you have a higher damage Scale than your target, you can buy Inflict Damage once more per point of difference.</li> <li data-xf-list-type="ul">Someone who doesn't wear any armor has Soft Armor 0.</li> <li data-xf-list-type="ul">That means that a hit on an unarmored target with upscaled weaponry will automatically deal a number of damage conditions equal to the scale difference. Ouch.</li> </ul></li> <li data-xf-list-type="ul">There's also a "Critical" stunt for 4 points dealing one level of additional damage, as well as a bunch of other things like knockdown and such.</li> </ul></li> <li data-xf-list-type="ul">Complications are side effects of doing something that can be bought off and/or mitigated by spending successes on them. For example, if you're trying to shoot someone who's running through a crowd, that would be a complication, and if you don't buy it off you hit a bystander.<ul> <li data-xf-list-type="ul">Sometimes you will have to decide whether to spend successes on actually succeeding or on avoiding complications.</li> <li data-xf-list-type="ul">Sometimes you won't have enough to do either. Oops.</li> </ul></li> </ul></li> <li data-xf-list-type="ol">Deal with any consequences, such as damage or unmitigated complications.</li> </ol></blockquote><p></p>
[QUOTE="Staffan, post: 8729959, member: 907"] Basically, it works like this: [LIST=1] [*]Decide what to roll, e.g. Aim + Dexterity. Roll. Unless you get at least one success, go to step 4. [*]Assuming you had at least one success, add a number of successes equal to enhancement. [*]Spend successes on Difficulty, Complications, and possibly Stunts. [LIST] [*]For an attack, the Difficulty is the target's Defense. If you can cover that, your attack has connected and you can spend successes on Stunts. [LIST] [*]The most common Stunt is Inflict Damage, which has a cost equal to the target's Soft Armor. [B]Note that for many antagonists, actual Defense and Soft Armor are combined into just Defense[/B] (sometimes with the armor specified, e.g. "Defense 3 (including 2 soft armor)", so in these cases "Defense" is what you need to both hit and hurt them. This speeds things up in most cases, but in case you're trying to do fancy stuff the Storyguide might have to make some calls on how much is actual defense and how much is armor. This inflicts one level of damage on the target. [LIST] [*]Normally, you can only buy this once per attack. If you have a higher damage Scale than your target, you can buy Inflict Damage once more per point of difference. [*]Someone who doesn't wear any armor has Soft Armor 0. [*]That means that a hit on an unarmored target with upscaled weaponry will automatically deal a number of damage conditions equal to the scale difference. Ouch. [/LIST] [*]There's also a "Critical" stunt for 4 points dealing one level of additional damage, as well as a bunch of other things like knockdown and such. [/LIST] [*]Complications are side effects of doing something that can be bought off and/or mitigated by spending successes on them. For example, if you're trying to shoot someone who's running through a crowd, that would be a complication, and if you don't buy it off you hit a bystander. [LIST] [*]Sometimes you will have to decide whether to spend successes on actually succeeding or on avoiding complications. [*]Sometimes you won't have enough to do either. Oops. [/LIST] [/LIST] [*]Deal with any consequences, such as damage or unmitigated complications. [/LIST] [/QUOTE]
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[Trinity Continuum] What do you think and what are you doing with it?
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