### Author Topic: [Asydia] Systems: Roaming Roll System  (Read 1773 times)

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##### [Asydia] Systems: Roaming Roll System
« on: February 01, 2014, 09:49:36 PM »
The Roaming Roll System

In the Asydian system, most rolls are done on what is called a Roaming Scale. Instead of having a static DC or score to beat in order to succeed at a roll, the GM rolls a number (called a Roaming Roll), and the PC's must attempt a roll to match it or get as close as they can to it in order to succeed in their action.  For each round or attempt at the action, the GM will roll a number to match. Thus, the score 'roams' along a scale of numbers. The Roaming Range (RR) of the dice depends on the difficulty of the action attempted.

 RR Difficulty 1d4 Insignificant 1d6 Simple 1d10 Easy 1d12 Standard 1d20 Tricky 2d20 Difficult 3d20 Very Difficult 4d20 Extremely Difficult 1d100+ Impossible

Using this system, nearly every action you can perform will have at least a tiny chance of success. However, if a GM decides that a task should be unachievable by a player, he will say as much, and won't assign a RR to it. Most things should have at least a tiny chance of success, however, even through dumb luck, so instances such as that would be rare.

Modifiers
While the lower few of these rolls may seem achievable enough, the harder rolls would appear to be unfairly challenging. This is where modifiers come in.

Statistics, spells and other effects grant a bonus to how far from the GM's Roaming Roll their own roll must be to succeed. The higher the modifiers, the higher the Success Range (SR) of the player. The base SR of any player is a 0, and cannot fall below that number even if they have negative modifiers. an SR of 0 means that the player must roll the exact same number as the GM rolled in order to succeed. If the SR is higher than this, then that number may be added to or subtracted from the GM's rolled number in order to determine whether their roll was a success. These numbers cannot be added above or below the maximum or minimum numbers of the Roll Range, which means that numbers on the edges of the scale are harder to beat than those in the middle of the scale. To explain further, see the following example:

Quote
Mallis wants to break down a locked door, and tells the GM that he is attempting this. The GM decides that the Door is fairly rickety and shouldn't be too challenging, so he assigns a RR of 1d10 to it. The GM rolls his dice, which lands on an 9.
Mallis rolls his dice which lands on a 7. He checks his Modifiers and sees that he has an SR of +-2. This means that if he had rolled a 7, 8, 9 or 10, he would be successful.
The GM sees Mallis's result and described him bursting through the door, leaving it splintered and broken.

All actions that require rolls will fall into a Statistic category, decided by the GM. For example, a roll made to win over a grumpy merchant and get him to lower his prices will fall under the 'Charm' statistic. However a roll made to push a heavy barrel over to bar a door will fall under the 'Power' statistic. Any points in a PC's base statistics will be added directly to the SR for that roll.

GM Transparency

It is up to the GM as to whether or not he wishes to reveal the result or even the Roll Range to players. In many cases, revealing the rolls will not hurt. However, there are some rolls which he may wish to keep private - such as perception, or disarming devices - and in these cases he may only reveal the Roll Range to the players so they know the difficulty, but not the result. If the GM wishes, he may even hide the Roll Range, leaving players completely in the dark as to how challenging their tasks are.

Combat
The Roaming Roll System is also used for combat, and will be explained in further detail in this thread
« Last Edit: February 01, 2014, 10:07:04 PM by Shadoweagle »
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