Alternity-ActionResolutionTable.rtf
By FJ@onaustralia.com.au
ACTION RESOLUTION TABLE
ACTION RESOLUTION TABLE
To use this Action Resolution Table, cross-reference the required action score by the step bonus/penalty. The three numbers obtained are the target numbers for Ordinary, Good and Amazing successes.
Roll an open-ended d20. If you roll a `20' then roll the d20 again and add the result to the initial 20. If another `20' is rolled then keep on adding and rolling until something other than a 20 is rolled.
Compare the open-ended d20 to the three numbers in the table. If the roll is equal or greater than the bottom number then you have achieved a Amazing result. Equal to or greater than the middle number than you have a Good result. Equal to or greater then the top number you have a Ordinary result.
Example: If you have a skill of 15 and have a penalty of +3 steps, then the table gives three numbers: 12, 20, 33. Roll an open-ended d20. If you roll 12 to 19 then it's a Ordinary result. On a roll of 20 to 32 it's a Good result. On a roll of 33 or greater it's a Amazing result. If you roll 1 to 11 you have a marginal or failed result.
Example: Grung is trying to hide from a security guard. Grung's hide skill is 14, and he is trying to hide in some bushes which give him a -3 step bonus. The table gives three numbers 2, 11, 16. Grung's open-ended d20 roll is a 14, which is a Good hide result which gives an additional penalty to the security guard of +2. The security guard's perception skill is 8, and he has a penalty of +3 steps due to the bushes and an additional +2 steps due to Grung's hide skill giving a total penalty of +5. The table gives three numbers of 24, 34, 41. The security guards open-ended d20 generates a 20, he rolls again and gets a 7 for a total of 27. The security guard achieves a Ordinary result which is good enough to notice Grung.
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