MPNP There is No Twelve

From The Coursebooks Wiki
Revision as of 18:10, 6 February 2015 by CourseDirector (talk | contribs)
Jump to navigation Jump to search

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: A player is attempting to convince an NPC to give the party a discount on some horses. The player would roll attack, then add their charisma to the success score. If the WorldShaper decides its high enough, they succeed.


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. Further, it is possible to reduce the threshold(make a number lower than 8 count), or gain automatic success points. These are situational, and various rules may apply.

There are also abilities that let you count a 12, then re-roll it. In this case, another 12 can be another success, and so on until it's not a twelve.

See Also: