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en4.0:actions [2013/08/06 13:18] (current)
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 +======Actions======
 +An action is something a character attempts to do, that has a risk of failure and where the consequences are interesting in the story. Shooting at bottles could be summed up as target practice. Each shot is not important enough to warrant a roll - therefor they are not actions. When shooting at an enemy, on the other hand, there’s pressure, time constraints,​ and it most certainly matters whether the bullets hit or miss. That's an action.
 +=====Mechanics=====
 +Volt uses two distinguishable 20-sided dice. We will assume that one die is black and that the other one is white. An action is a dice roll that is compared to a value; usually an attribute. If at least one die result is **below or equal to** that value, then the action is successful.
  
 +//Example: A character tries to sneak up on a guard using the attribute Stealth, value 9. The dice are rolled: 12 and 5. 5 is below 9, and the action succeeds.//
 + 
 +Tasks are made easier or harder by modifications:​ a bonus if the task is easy and a penalty if it is hard.
 +
 +===Degree of success===
 +If it’s relevant to determine how well a character succeeds, look at the highest successful die. The last example is a **Success of 5**. If no die is successful, the highest die rates the failure instead. A high successful roll is better than a low successful roll, and a high failed roll is less of a failure than a low failed roll.
 +
 +===Values above 20===
 +When it is possible to add 20 to the dice and still succeed, do it. This rule applies to all rolls, including damage.
 +
 +//Example: After applying several bonuses, an attribute is 22 in one roll. The dice show 16 and 1. The action is a Success of 21 (1+20).//
 +
 +
 +====== ======
 +{{template>​nav|prevpage=character_creation|prevtitle=Character Creation|nextpage=equipment|nexttitle=Equipment}}
en4.0/actions.txt · Last modified: 2013/08/06 13:18 (external edit)