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- Fritz. (Aug. 6th, 1998) Task Resolution
(c) Copyright F.E. Freiheit IV
c. 1995/02/15 u. 1995/02/16
The Mechanism
To the randomization mechanism for resolving tasks (or actions) is based on the card game 21 (or Black Jack ) with the following modifications.
1. Involuntary actions use standard "dealers rules" for determining when to add a card and when to hold. ("Dealers rules" are take a card on a 16 or less, stand on a 17 or higher.)
2. Voluntary actions allow the player to decide when to stop drawing cards (although a minimum of 1 card must be drawn initially). The initial card is dealt face down, but the player may look at it. (The player must show it to the GM if requested.)
3. When a card total exceeds 21 (i.e. going "bust"), the value wraps around to 1 and no additional cards may be added (or skill level bonus, see item 5 below). Example: if the current total is 15 and a 7 is drawn, making a total of 22, the resultant value is 1.
4. If the card total exactly matches 21 (i.e. a Blackjack), then bonus card is played and adds to the total (this bonus value does not cause wrap around). Optional: If the bonus card matches the suite of the last card played, another bonus card is added.
5. For voluntary actions that have not wrapped around yet, a player may add a value to the card total based on the characters skill level (see the table below) and no additional cards may be drawn. If this results in a value in excess of 21, wrap around as per 3.
6. The card total modifies the Task Resolution Level (TRL) equal to the card total divided by 5 (rounded down). The TRL is compared to the difficulty of the skill, see the tables below.
7. Optional: If a character has a bonus due to one or more characteristics (which is dependent on the task being resolved) then that stat may be added if one of the card's suites played matches the characteristic in question as per the characteristic table.
8. Fumbles (optional): When the current card drawn is equal to or less than the current count of cards in the task resolution, then a potential fumble situation has occured. (?? Can more cards continue to be drawn?) Example: If the current card sequence is: 5, 5, and then a 3 is drawn, this would be a chance at a fumble, as 3 is less than or equal to the current card count of 3.
The equation for determining the Task Resolution Level is:
TRL = (Card Total + Optional Bonus)/5 + Skill Level Base - Task Difficulty Base
The Tables
Task Difficulty Table
TL Description Base 0 Mindlessly Easy 0 1 Very Easy 1 2 Easy 2 3 Average 3 4 Hard 4 5 Very Hard 5 6 Extremely Hard 6 7 Absurdly Difficult 7
Skill Level Table
Skill Description Base Adder Adder Adder Adder Level 0 Unskilled 0 - - - - 1 Incompetent 1 1 1 10 6 2 Novice 2 1,10 1-2 9-10 5-6 3 Familiar 3 1-2,10 1-3 8-10 5-7 4 Competent 4 1-2,9-10 1-4 7-10 4-7 5 Proficient 5 1-3,9-10 1-5 6-10 4-8 6 Expert 6 1-3,8-10 1-6 5-10 3-8 7 Master 7 1-4,8-10 1-7 4-10 3-9 8 Grand Master 8 1-4,7-10 1-8 3-10 2-9 9 Heroic 9 1-5,7-10 1-9 2-10 2-10 10 Divine 10 1-10 1-10 1-10 1-10
Result Level Table
TRL Description Binary Down Up (-1) fail (-5) (+5) -2 Fumble II fail -35 35 -1 Fumble I fail -30 30 0 Failure fail -25 25 1 Minimal Success succeed -20 20 2 Very Poor succeed -15 15 3 Poor succeed -10 10 4 Average succeed -5 5 5 Good succeed 0 0 6 Very Good succeed 5 -5 7 Excellent succeed 10 -10 8 Superb succeed 15 -15 (+1) succeed (+5) (-5)
Suit Characteristic Table
Suite General Physical Task Mental Task Social Task Spade Power Strength Intelligence Charisma Club Toughness Constitution Will Diamond Control Dexterity Concentration Heart Speed Speed
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Copyright (C) 1997 by F.E. Freiheit IV
Updated on Fri Aug 7 1:25:31 US/Michigan 1998
Generated at Fri Aug 7 7:05:23 US/Michigan 1998