The Caffeinated Penguin

musings of a crackpot hacker

SR4 core concepts

Posted By on September 24, 2005

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Tests:

+ Basic:
- Roll # of dice = Skill Rating + Linked Attribute Rating +/- Situational Modifiers

+ Attribute Only:
- Roll # of dice = Applicable Attribute 1 + Applicable Attribute 2. Presumably, modifiers apply, though this is not stated.

+ Hits:
- Every 5 you get on the roll is termed a “hit”.

+ Successes:
- If you get the requisite number of hits, you get a success. 1 = Easy, 2 = Average, 3 = Hard, 4 = Extremely Hard.

+ Defaulting (no skill to use)
- Roll linked attribute dice – 1 and test as normal.

+ Net hits = Number of hits by which you exceed the threshold.

+ Glitch/Critical Glitch/Critical Success
- If half the dice come up 1's, you glitch (something minor bad happens)
- If half the dice come up 1's and you fail, you critical glitch (something major bad happens)
- If you get more than 4 net hits, you get a critical success. (something good happens)

+ Opposed test:
- Test as appropriate. Your hits vs. their hits. Higher number of hits wins.
- In a group of NPC's, take the person with the best stats, use their numbers for the number of dice, then add one die per other NPC (max 5).

+ Extended test:
- Has a threshold and a base time. Keep testing until you hit the threshold. The time it takes is the number of times you had to roll multiplied by the base time. There are other rules for rushing it, and such, but they're not important right now.

+ Combat (Intro)
- Initiative Score determines order in combat.
- Combat turn is 3 seconds.
- Multiple initiative passes per combat turn.
- Everyone acts during the first pass.
- Faster characters can act again in subsequent passes.
- On each action, you can do one Complex action or two Simple Actions. You can also do a Free Action in addition to one of those others.
- You may delay an action until a later time.
- If you delay into the next initiative pass, you get to go whenever you want, but lose the action you would get in that pass.

+ Skills (intro) and such
- Skill specializations grant +2 dice (ex. – you are especially good with some specific subset of a weapon class)
- Skill groups are sets of related skills purchased and upgraded as a block.
- Positive and Negative Qualities (aka Feats and Hinderances, Edges and Flaws) are in here.

- Jumping around, heal is still as limited in SR3 (can only be used once on a given set of injuries). It will be house ruled to not suck (can be used as much as you want).

+ Edge:
- Edge works a lot like the Karma pool in the old game.
- Spending a point of it lets you add extra dice to tests, reroll, make impossible tests, etc.
- Only one point of edge can be used per test.
- The edge pool refreshes when the GM says so (every game session, mission, day of gameplay, etc.)
- Burning edge (permanent reduction) allows impossible feats, such as escaping death despite the .50 cal sniper round that just blew through your head.

+ Char creation
- Points based.


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