Difference between revisions of "Basic Rules"

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(New page: Force and Destiny makes use of the standardized ruleset developed by Fantasy Flight Games for all of their Star Wars game lines. <br> Nearly all Checks are completed using the same rules:...)
 
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Nearly all Checks are completed using the same rules: <br>
 
Nearly all Checks are completed using the same rules: <br>
  
''Basic Tests''
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''Basic Tests'' <br>
 
The Player announces what they want their character to do, and the GM determines which Attribute and Skill combination best reflect the desired action. <br>
 
The Player announces what they want their character to do, and the GM determines which Attribute and Skill combination best reflect the desired action. <br>
  

Revision as of 07:13, 16 July 2015

Force and Destiny makes use of the standardized ruleset developed by Fantasy Flight Games for all of their Star Wars game lines.

Nearly all Checks are completed using the same rules:

Basic Tests
The Player announces what they want their character to do, and the GM determines which Attribute and Skill combination best reflect the desired action.

The Player then picks up a number of Green D8's equal to their Attribute, then replaces a number of D8's with Yellow D12's equal to his Skill Rating. If his Skill Rating exceeds his Attribute Rating, you instead add an additional Green D8 for each point of Skill above the Attribute Rating. In other words, the Higher of the Two Values determines the total number of Green and Yellow Dice to be rolled, while the Lower Number how many of those dice can be Yellow D12's.

Next the GM determines the Difficulty of the Check. This will add a number of Purple Difficulty D8's to the players dice pool. In rare circumstances, the Difficulty D8's will be upgraded to Red Challenge D12's, representing exceptionally difficulty or dangerous tasks.

Finally, any circumstances that may aid or hinder the Character are accounted for by the addition of Blue Boost D6's or Black Setback D6's.

The Player then rolls the total pool and compares the results of his dice. Hits (represented by the explosion) are successes. These are cancelled on a 1-for-1 basis with Misses (represented by the Triangle). For a test to be successful, a Character must net at least one Hit. Advantages (the Republic Symbol) are cancelled by Disadvantages (the Imperial Symbol). These results complicate the action in someway, and the net result becomes a currency to be spent during the action to improve (or hinder) the result or provide effects that take place on subsequent actions. It is important to note, however, that Advantages and Disadvantages can never change success to failure or vice-versa.

Opposed Tests
When you target another character who can attempt to resist your action. When this happens, instead of the GM setting the Difficulty, you add your targets Attribute and Skill as Difficulty and Challenge Dice (in the same manner as building a Dice Pool).

Competitive Tests
When you and your opponent are both working toward the same goal, just as a race, instead each character builds a Basic Test Pool and rolls, with the character netting the most Hits winning the competition.

Assistance