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Optional Rules (Revised)
Penalty/Bonus Dice and Reactive Defense
Contributor: Collaborative User *Created: May 17, 2009Modified: Jan 14, 2019System: HardNova ][

Here is a pair of rules I added to the GDi system, one to keep the bonus and penalty dice without having to lose the DIFF modifiers and one to make combat a little less deadly, if a little less realistic. Optional Rule: Using Penalty and Bonus Dice in Advanced Task Resolution This rule for GDi keeps the basic task resolution system with bonus and penalty dice intact and makes no changes to the listed DIFF modifiers. Task Difficulty determines the number of bonus or penalty dice rolled:
 Difficulty  Range  Scanning Range  Dice Modifier 
 Trivial  Point Blank  -  1 Bonus Dice 
 Routine  Short  Short  No Modifiers 
 Complex  -  Point Blank/Medium  1 Penalty Dice 
 Challenging  Medium  Long  2 Penalty Dice 
 Impossible  Long  -  3 Penalty Dice 
—For Trivial and Routine Tasks, take the 2 lowest of the dice rolled as your Dice Total to add to your Skill Total. —For Complex, Challenging, and Impossible Tasks, take the 2 highest of the dice rolled as your Dice Total to add to your Skill Total. —DIFF modifiers are applied to the Dice Total. —After all modifiers, if the total is less than your Skill Total, then you succeed at the task. If it is higher, then you fail at your task. —If all the dice roll 1s, then you have a Triumph. If all the dice roll 6s, then you have a Calamity. —When involved in Contested Tasks, the lowest of the successful rollers is the victor. In case of a tie, the defender is considered the winner. Optional Rule: Using Defensive Combat Tasks as Reactions You can roll a number of defensive combat tasks in one round equal to your Fitness score if in personal combat and your Awareness score in vehicle or starship combat. Treat this as a contested task. However, every defensive task beyond the first receives a cumulative +1 DIFF (+1 DIFF against the second attack, +2 DIFF against the third attack, +3 DIFF against the fourth attack, etc). Only one defensive roll may be made against each attack. The penalty to the next roll is suffered whether the current defense task succeeds or not.

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