mechanic 3d6 ivanhoe

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    Chapter 4: The GameDuring the game, you will put your character to the test. He will face evil men in-

    tent on revenge and conquest, ferocious beasts looking for their next meal, terri-

    ble secrets from the distant past, and magic most foul. On the lighter side, he mayalso engage in affairs of the heart, build a community, and become an adored liege

    in his own right. No matter what the Characters face they will resolve all Con-

    flicts, test of skills, challenges, by rolling 3d6.

    Challenges

    When a Character attempts an action, he is facing a Challenge. A Challenge requires

    a test (as described below) to determine success or failure. Only important actions

    should be tested since it would be a waste time and to roll dice for every mun-

    dane action such as eating a sandwich, taking a nap, or getting dressed.

    Challenges are events where the outcome is uncertain like a joust, laying siege to

    a castle, or courting the object of your affection. The primary way you will re-

    solve all tasks is with a roll of 3d6 per the following rules.

    How are Feats of Passion, strength and skills used?

    Normally an adventurers Feats of Strength or passion are added to any applicable

    skill to know the number you must roll under on 3d6. Sometimes a skill must used

    alone, other times Feats are applied without any skills added to modify the task.

    Task difficulty

    Di fficu lty Tar get No. Res istan ce fea t + skill D ie roll Modif ier

    Intimidating 5 15 1-2 +2

    Formidable 7 13 3-4 +1

    Difficult 9 11 5-6 0

    Demanding 11 9 7-8 -1

    standard 13 7 9-11 -2

    Simple 15 5 12 -3

    When your character takes an action worthy of a test determine which Feat and Skill

    combination best suits the intended action. Add the Feat and Skill value together

    to determine The Die roll Modifier.

    When you Roll the Dice in a Challenge, two things are important: The difficulty of

    the task and the die roll modifier.

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    The GM will tell you what you need to roll under to win the Challenge. If you are

    challenging something that may resist the GM may Use the targets feats plus skill

    as a resistance rating.

    Example: Sir Guy is attacking a creature thats attacked his camp The GM informs

    him he needs to roll under 11 to strike the beast. (The Gm as figured that crea-

    tures Feat plus Kill is equal to 6) Sir Guy has a Feat of strength of 4 and Arms of

    3 this gives him a seven a -1 to his die roll, so whatever he rolls he subtractsone from the die result.

    The Fundamentals

    Here are the fundamentals, the very basic part of the game you as a player must

    know:

    The Gamemaster will present a problem, obstacle, or interesting situation

    Describe what you're doing to overcome that problem Based on your description, fig-

    ure out which of your Feats and skills will apply Total up the value of those

    traits: usually that's One of Your Feats + skill - applying Modifiers

    Roll Under the task Difficulty to succeed in the task.

    Working Together

    Characters can augment the efforts of one another by pitching in and working to-

    gether. Each character who lends aid to the primary character can lend a bonus card

    reveal to the primary character. The maximum amount of people who can help on any

    given task is equal to the primary Characters skill.

    Situational Modifiers

    In every story there come times when the hero must overcome daunting odds no matter

    how the deck may be stacked against them just to survive. In the Valiant system we

    handle these situations using modifiers simply called situational modifiers. When a

    half-blinded knight is fighting uphill in a snowstorm or struggling to stay afloatin heavy seas while wearing his armor or any other heavily disadvantaged situation

    the GM may apply a situational modifier to any test to raise the stakes. Use situa-

    tional modifiers these sparingly, and only in situations that are truly harrowing.

    Situational Modifiers adjust the number rolled on the dice in any test.

    Standard modifiers

    Armor

    Its always nice to have something between you and a knifes blade. Armor always

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    gives additional cards to be revealed in combat, but causes the character to suffer

    with fewer cards in test of agility and movement. a character can not wear any ar-

    mor which has a higher modifier then his Feats of Strength.

    Light Armor +1

    This is normally a shield, maybe a helmet, bits of leather or just cloth.

    Medium Armor +2

    this is often just a partial suit of metal armor, mail, or just a breast plate.

    Heavy Armors +3

    This is a full suit of Chain mail, or Plate armor.

    Armor may add to a characters ability to survive in a fight, but armor also serves

    as an hindrance while performing task that require movement and agility. When this

    applies use the modifier as a minus to the die roll.

    weapons

    Complex rules for the vast differences between dozens of weapons are not part of

    this game. but with that said we do note some things that can affect a character

    while in combat. Small weapons, daggers, sticks, stones do not modify the attacking

    characters feats of strength in combat. Medium size weapons, swords, axes, clubs

    maces, ect provide a +1 to these combat checks, Large swords, lances, spears, pole

    arms, ect, provide a +2 to combat checks.