Task Resolution: Difference between revisions
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In contested rolls, Victory Points are often compared to each other, with the difference between the two character's Victory Points being net VPs for the winner of a contest. Depending on the situation, a net 0 VPs may result in success for the active party, the defending party, both parties or neither party. | In contested rolls, Victory Points are often compared to each other, with the difference between the two character's Victory Points being net VPs for the winner of a contest. Depending on the situation, a net 0 VPs may result in success for the active party, the defending party, both parties or neither party. | ||
=== Critical Successes and Mishaps === | |||
A roll of a natural 20 is a Critical Success: on such a success, characters double their VPs. Thus, a character with a goal of 12 who rolls a natural 20 on a Hard check receives 8 VPs, not 4. | |||
Similarly, a natural roll of 1 is a Mishap. Mishaps often result in technological breakdown (like a gun jamming) or particularly good luck for an opponent. As a rule of thumb, a Mishap will often require a character to spend an action (and possibly a skill roll) resolving the Mishap or may give an opponent a bonus to their next roll, usually in the range of either a +4 to their goal or double VPs. | |||
[[Category:System]] | [[Category:System]] | ||
Revision as of 23:07, 14 June 2012
The Star Crusade system is based on the classic Victory Point System from Fading Suns, 2nd Edition, with the incorporation of house rules from our tabletop and online games as well as early drafts of Fading Suns, 3rd Edition.
Basic Task Resolution
On Star Crusade, characters roll a single D20, add any appropriate modifiers (the "goal"), and compare it to a Difficulty. If they meet or exceed the Difficulty, they succeed; if they do not, they fail. There are three possible difficulties:
- Hard / Difficulty 20 -- Hard rolls are the most common, as they are used in situations where failure is a real possibility. Almost all combat rolls are at a Hard difficulty.
- Moderate / Difficulty 15 -- Moderate rolls are the least common rolls; they are used generally in situations where a skilled character should have little chance of failure but an unskilled character may not succeed.
- Easy / Difficulty 10 -- Easy rolls are used when success or failure is not an issue, but the degree of success matters. Even an unskilled character is likely to succeed at an Easy roll.
The most common goals are based on Characteristic + Skill, plus or minus any modifiers. A test to fire a gun, for instance, is a Hard Dexterity + Shoot roll. A character with a Dexterity of 5 and a Shoot of 5 rolls a D20 and then adds 10, trying to meet or exceed 20.
| Margin | Victory Points |
| 0-2 | 0 |
| 3-5 | 1 |
| 6-8 | 2 |
| 9-11 | 3 |
| 12-14 | 4 |
| 15-17 | 5 |
| 18-20 | 6 |
Victory Points
Margin of success matters; it determines how well a character succeeds, affecting damage in combat, the amount of information gained in research, or persuasiveness in social rolls. Star Crusade measures margin of success in Victory Points: for every three full points a character succeeds by, they score one Victory Point according to the chart to the left.
A margin of success of 21 or above continues to accrue Victory Points: at 21 successes, a character scores 7 Victory Points, while at 24 he or she scores 8 VPs, and so on.
In contested rolls, Victory Points are often compared to each other, with the difference between the two character's Victory Points being net VPs for the winner of a contest. Depending on the situation, a net 0 VPs may result in success for the active party, the defending party, both parties or neither party.
Critical Successes and Mishaps
A roll of a natural 20 is a Critical Success: on such a success, characters double their VPs. Thus, a character with a goal of 12 who rolls a natural 20 on a Hard check receives 8 VPs, not 4.
Similarly, a natural roll of 1 is a Mishap. Mishaps often result in technological breakdown (like a gun jamming) or particularly good luck for an opponent. As a rule of thumb, a Mishap will often require a character to spend an action (and possibly a skill roll) resolving the Mishap or may give an opponent a bonus to their next roll, usually in the range of either a +4 to their goal or double VPs.