Core Mechanic

Explanation of some game mechanics for the Star Wars Role Playing Game and also how they will be managed in a Message based game.

Moderator: GM Fang

Post Reply
User avatar
GM Fang
Game Master
Posts: 245
Joined: Wed Nov 30, 2016 2:17 pm

Core Mechanic

Post by GM Fang »

The core mechanic of the gamer revolves around the skill check. This check determines whether actions succeed or fail and any consequences, good or bad, that may accompany a success or failure.

The Skill Check is made up of a pool of dice which come from various sources. Positive dice and negative dice are combined and a final result is determined by the rolled dice pool.

After all factors have been accounted for, if there is at least one success, the task succeeds. Otherwise it fails, which means a wash is a failure.

Then whether there is a success or failure there may be advantages or threats which remain. It is possible to fail with advantages (missed shooting your assailant but manage to duck behind cover) or succeed with threat (you break into the computer system but set off the alarm in the process). Successes cancel Failures and Advantages cancel Threats. Further, there are Triumphs (yay!) and Despairs (boo!). These are not canceled but also provide either a success or failure as well. So it is possible to Succeed with a Triumph and a Despair. You hit the bounty hunter with your laser rifle and do a critical hit, but your weapon runs out of ammo / breaks.

Positive dice come from skill used, characteristics applied, talents or special abilities, equipment or gear, light side Destiny Points (more later), tactical or situational advantages, environment.

Negative dice come from difficulty of the task, opponents special abilities, skills or characteristics, inclement weather or environment, dark side Destiny Points, tactical or situational disadvantages.

Positive dice are Boost dice (blue 6-side), Ability dice (green 8-side) and Proficiency dice (yellow 12-side). Negative dice are Setback dice (black 6-side), Difficulty dice (purple 8-side), Challenge dice (red 12-side).

There is also a white Force dice (12-side) which can be explained later if there are any force users. The game also uses percentile dice for various effects like critical hits and such.

Green and Yellow dice from characteristics and skills of a character work as follows. Each point in an appropriate characteristic rating provides one green die. Each skill level for the appropriate skill check upgrades that number of green dice to yellow. (Example: 41-VEX is attempting to slice past a security terminal. He has Computers 2 and Intellect 3, so the check begins by adding 3 green dice and then upgrading 2 of them to yellow, resulting in 2 yellow and 1 green die, before any other positive dice are added.) This system allows a character to make up for lack of innate ability through trained skills, and vice versa.
Post Reply