Danger World
Contents
Dice Mechanics
die | primary | secondary |
---|---|---|
6 | 1 success | 1 advantage |
5 | 1 success | |
4 | 1 success | 1 disadvantage |
3 | 1 failure | 1 advantage |
2 | 1 failure | |
1 | 1 failure | 1 disadvantage |
Rolls die pool, by default 6d6. Additional d6s may be added, including dice with special characteristics.
Subtract failures from successes. The result is the degree of success or failure.
Subtract disadvantages from advantages. The result is the degree of advantage or disadvantage.
Special Dice
Bonus dice are rolled and re-rolled as normal. After rolling is finished, the player may decide whether or not to use each die in determining their result.
Penalty dice are rolled and re-rolled as normal. After rolling is finished, the GM (or other opponent where relevant) may decide whether or not each die will be included in determining the final result. If both penalty and bonus dice are used in a roll the GM (or other opponent) must decide before the player does.
Challenges
A challenge is a narrative element that is overcome using the mechanics of the game: obstacles, monsters, traps, skill attempts,.. anything which requires a roll of the dice.
Difficulty has three parameters: complexity, danger, and scope. A complex task is one which requires excellent performance (such as from skill) to accomplish. A task with a large scope requires a large number of successes to complete. A dangerous task is one particularly prone to expose the actor to negative consequences.
A task succeeds if the degree of its success exceeds the degree of the task. A task fails otherwise. Each degree of success in excess of the degree of the task contributes to completing the scope.
Chits
Three types of chits: white, red, and blue, in order of increasing value. Red and blue chits can also be used as white chits.
White chits can be used to
Red chits can be used to add an additional die.
Blue chits can be used to gain additional re-rolls.