What's new New posts New profile posts Latest activity. Users Current visitors New profile posts Search profile posts. Log in Register. Search titles only. Search Advanced search…. New posts. Search forums. The rules are very well thought out, and I think the scaled-die system is a very smart idea. It's rules-light in a good way; pretty much everything that should be there is, and [ See All Ratings and Reviews. Browse Categories.
New Year, New Game Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Forged in the Dark. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates.
Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. White Wolf. Pay What You Want. See all titles. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary cookies are absolutely essential for the website to function properly.
This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information. Skip to content PDF ipi. Search for:. This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish. Specializations only cost one Skill Point to acquire no matter the setting. When using other kinds of firearms their effective Level is 1, but with a pistol it would be Level 2.
All die roll resolutions in Tri-Stat use two polyhedral dice of the same type. Depending on the Power Level of the campaign, these die types will be different. For "mundane" settings, 2d4 is used; for "heroic-action" settings 2d6 is used; for "post-human" settings 2d8 is used; for "superhero" games 2d10 or 2d12 can be used; and for "Godlike" settings, 2d20 is used.
The task resolution mechanic is similar to the method used in GURPS , where rolling lower than the target number is a success and rolling over it is a failure. Whenever a character needs to roll dice to see if they succeeded or failed at doing something, they must make a dice roll which randomly determines success or failure. Stat Checks are made when the GM feels a check of a character's innate ability is required rather than a specific Skill.
Skill Checks are made when a particular area of the character's expertise is being challenged. Contested Checks are made against the actions of another character, or non-player character NPC , that is challenging the character, and is rolled against what that opponent does. The Difficulty Modifier is added to the target number usually the player's relevant Stat score thus making rolling under the target number harder or easier. Modifier ranges depend on the type of die being used in the game.
In all cases, average difficulty is set at zero, or no modification. When making a Stat Check, a player must roll a total, with two dice, that is less than or equal to the value of the character's Stat. For example, making a check to open a heavy door, a player must roll equal to or less than the numerical level of the character's Body Stat. If the roll was higher, the character has failed at the task.
When making a Skill Check, the player selects the particular Skill being challenged and adds the Skill's numerical level as a bonus to the Stat it is tied to.
The player must roll less than or equal to the modified Stat Check to succeed the task. Like a Stat Check, a higher roll is a failure. Often a GM may decide a particular task requires at least one level in a specific Skill, otherwise the character cannot perform the task or must do so as an Unskilled Check, where depending on the general familiarity of the situation, the GM adds in or subtracts Modifiers for the action. When directly challenged by another character or NPC, a player makes Stat and Skill checks as normal, but the results must be greater than the opposition's results to succeed.
GMs may levy Difficulty Modifiers for favorable or unfavorable circumstance as they see fit, if the particular challenger is at an advantage, or disadvantage during the contest.
Time in Tri-Stat is measured in Rounds which represent about 5 seconds of real time. Rounds are linked together in Scenes. A Scene changes when the specific events and places happen to change in the game. For example, a brawl Scene in a bar would change if the fight is moved out to the parking lot. During a Round, a character can take one of several kinds of Actions , such as Move, Attack, or Defend. Combat can be seen as a bunch of contested actions made against particular adversaries, however the character uses their Attack Combat Value as the number they must roll equal to, or less than, to score successful attacks against the opposition.
Their ACV can be modified by Combat Skills, like Gun Combat, and any Specializations with a particular weapon to score a better hit against the target.
0コメント