ACTIONS
Basic Principle of Actions:
All actions taken in Tales of Adventure require a test to see if they're successful. When a character attempts an action, the GM will determine if the action is easy, basic, challenging, difficult, or epic. The difficulty values are as follows:
Easy: 4
Basic: 6
Challenging: 8
Difficult: 10
Epic: 12
The player will roll two six sided die (2d6) and add the values together.
If the result is equal to or greater than the difficulty rating then the action is successful.
If the result is less than the difficulty value, the action fails or succeeds with a consequence.
If the result is equal to or less than half the difficulty value, the action is an epic fail and fails with possible dire consequences.
Certain situations may arise where the character has either advantage or disadvantage. When rolling with advantage roll 3d6 and keep the highest two. When rolling with disadvantage, roll 3d6 and keep the lowest two.
Many circumstances arise where a character can gain advantage or become disadvantaged. Some of these are covered in the rules but the main purpose is to give the GM a quick way to adjust a difficulty based on the circumstance and allows players strategic planning to gain the upper hand.
In essence this negates the necessity for a multitude of modifiers that must be tracked and significantly cuts down on the amount of bookkeeping often found in many other RPG's.
All actions taken in Tales of Adventure require a test to see if they're successful. When a character attempts an action, the GM will determine if the action is easy, basic, challenging, difficult, or epic. The difficulty values are as follows:
Easy: 4
Basic: 6
Challenging: 8
Difficult: 10
Epic: 12
The player will roll two six sided die (2d6) and add the values together.
If the result is equal to or greater than the difficulty rating then the action is successful.
If the result is less than the difficulty value, the action fails or succeeds with a consequence.
If the result is equal to or less than half the difficulty value, the action is an epic fail and fails with possible dire consequences.
Certain situations may arise where the character has either advantage or disadvantage. When rolling with advantage roll 3d6 and keep the highest two. When rolling with disadvantage, roll 3d6 and keep the lowest two.
Many circumstances arise where a character can gain advantage or become disadvantaged. Some of these are covered in the rules but the main purpose is to give the GM a quick way to adjust a difficulty based on the circumstance and allows players strategic planning to gain the upper hand.
In essence this negates the necessity for a multitude of modifiers that must be tracked and significantly cuts down on the amount of bookkeeping often found in many other RPG's.