Difference between revisions of "MPNP There is No Twelve"

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(Created page with 'This is the core system for rolling dice in Mage Wars RPG(or Year of Fire or what have you) it is called "There Is No Twelve", and here's how it works: #Roll a number of 12-side…')
 
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#Count the number of dice showing 8 or higher
 
#Count the number of dice showing 8 or higher
  
Everything over an 8 counts as an 8, so the goal is to roll as many 8s as possible. 8 being a weirdly important number throughout the game and the [[Course Books]] cannon from which the game is drawn.  
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Everything 8 or higher adds 1 to your success score, so the goal is to get the highest score. 8 being a weirdly important number throughout the game and the [[Course Books]] cannon from which the game is drawn.  
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For combat, see [[MRPG Combat and Magic]] since the rules are slightly different. In non-combat scenarios, the WorldShaper will decide how much success you need to complete an action. No matter what, you roll based on your Attack Value. For many RP activities, [[MRPG Skills|Skills]] also factor in. Each skill point adds 1 automatic success point to the roll.
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Example:
  
For combat, see [[MRPG Combat and Magic]] since the rules are slightly different. In non-combat scenarios, the WorldShaper will decide how many 8s are required to succeed on an action. No matter what, you roll based on your Attack Value.
 
  
 
==Determining Dice==
 
==Determining Dice==
 
For every 10 points of Attack Value you get 1d12. A successful [[MPNP Flourish|Flourish]] can add up to 4 additional dice. Certain [[MRPG Facets|Facets]] and even gear can add additional dice.
 
For every 10 points of Attack Value you get 1d12. A successful [[MPNP Flourish|Flourish]] can add up to 4 additional dice. Certain [[MRPG Facets|Facets]] and even gear can add additional dice.

Revision as of 21:47, 11 October 2014

This is the core system for rolling dice in Mage Wars RPG(or Year of Fire or what have you) it is called "There Is No Twelve", and here's how it works:

  1. Roll a number of 12-sided dice
  2. Re-Roll any dice that lands on a 12
  3. Count the number of dice showing 8 or higher

Everything 8 or higher adds 1 to your success score, so the goal is to get the highest score. 8 being a weirdly important number throughout the game and the Course Books cannon from which the game is drawn.

For combat, see MRPG Combat and Magic since the rules are slightly different. In non-combat scenarios, the WorldShaper will decide how much success you need to complete an action. No matter what, you roll based on your Attack Value. For many RP activities, Skills also factor in. Each skill point adds 1 automatic success point to the roll.

Example:


Determining Dice

For every 10 points of Attack Value you get 1d12. A successful Flourish can add up to 4 additional dice. Certain Facets and even gear can add additional dice.