Post by Daston Whisperwind on Jun 23, 2012 23:41:42 GMT -6
arthdawn stands out from other tabletop RPGs with a unique approach to skill tests. Players wanting to perform an action determine their level or "step" for the skill, talent, or ability to be used. This step can then be looked up in a list of dice to be thrown; it is the next-highest integer of the average roll of the dice(s) in question. For example, two six-sided dice will on average yield a result of 7, thus the step number 8 means that 2d6 will be rolled. The consequence is that each such dice roll has a 50% chance of yielding a result at least as high as the corresponding step number.
The result of each die is added (dice which reach their maximum value are thrown again, adding each maximum to the tally, along with the final result below maximum) and compared to a value decided by the game master/storyteller according to the difficulty of the task. This approach means it's always technically possible to succeed with a low step number, yet leaves room for failure on high step numbers. This will sometimes make combat last longer than in other games. As per the above, the difficulty value where the odds of success are perfectly even is identical to the step number.
Examples of steps Step Dice to be thrown (Classic and 2nd Edition) Dice to be thrown (3rd Edition)
Examples of steps Step Dice to be thrown (Classic and 2nd Edition)
The dice in steps 3 through 13 form the basis of an 11-step cycle. To form steps 14-24, add 1d20. To form steps 25-35, further add 1d10 + 1d8. For higher cycles, continue alternating between the addition of 1d20 and 1d10 + 1d8. Step 2 is rolled as step 3, but you subtract 1 from the result. This is notated as "1d4 - 1". Step 1 is 1d4 - 2.
The 3rd edition changes this by removing d4s and d20s from the system. Steps 6 through 12 (as listed above) form the basis of a 7-step cycle. To add 7 steps from then on, simply add 1d12.
The result of each die is added (dice which reach their maximum value are thrown again, adding each maximum to the tally, along with the final result below maximum) and compared to a value decided by the game master/storyteller according to the difficulty of the task. This approach means it's always technically possible to succeed with a low step number, yet leaves room for failure on high step numbers. This will sometimes make combat last longer than in other games. As per the above, the difficulty value where the odds of success are perfectly even is identical to the step number.
Examples of steps Step Dice to be thrown (Classic and 2nd Edition) Dice to be thrown (3rd Edition)
Examples of steps Step Dice to be thrown (Classic and 2nd Edition)
1 1d4-2 1d6-3 2 1d4-1 1d6-2 3 1d4 1d6-1 4 1d6 1d6 5 1d8 1d8 6 1d10 1d10 7 1d12 1d12 8 2d6 2d6 9 1d8 + 1d6 1d8 + 1d6 10 1d10 + 1d6 2d8 11 1d10 + 1d8 1d10 + 1d8 12 2d10 2d10 13 1d12 + 1d10 1d12 + 1d10 14 1d20 + 1d4 or 2d12 (Earthdawn Classic option)2d12 |
The dice in steps 3 through 13 form the basis of an 11-step cycle. To form steps 14-24, add 1d20. To form steps 25-35, further add 1d10 + 1d8. For higher cycles, continue alternating between the addition of 1d20 and 1d10 + 1d8. Step 2 is rolled as step 3, but you subtract 1 from the result. This is notated as "1d4 - 1". Step 1 is 1d4 - 2.
The 3rd edition changes this by removing d4s and d20s from the system. Steps 6 through 12 (as listed above) form the basis of a 7-step cycle. To add 7 steps from then on, simply add 1d12.