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SensationDiceComponent

You are on the archive wiki. The new wiki is here. The Sensation system does have a Dice component, as opposed to a Card component such as is used in Deadlands. As in most systems, the Dice are generally used to resolve situations which the GM thinks are not definitely going to fail or succeed.

Thus, trying to fly a plane in the middle of a hurricane without any training would not require a Dice roll, it would be an automatic failure. A trained marksman trying to put a bullet through a stationary target at point-blank range would also not reqire a Dice roll, as it would be an automatic success. Generally, situations falling somewhere between extremes are the most likely to require rolling, as in these situations grey areas in character capabilities may be present.

In order to keep things simple and easy enough to manage, Sensation only uses D6 when making rolls of any sort. I came to this decision because D6 are relatively easy to get and present a limited range of rolling possibilities. I can't be too sure, since I'm no a Math major or anything, but using Dice with more sides would probably mean a more complex Dice rolling system would be required to ensure that things remained balanced.

Dice rolling generally comes in two forms:

  1. Dice-pool type rolls
  2. Single die "Checks"

Dice-pool Rolls

Currently I have done more work on the Dice-pool aspect of the Dice system. After a bit of twiddling I came up with two separate systems. However, "There Can Be Only One", so one of the two systems will have to get the chop sometime or other. As things are currently, I have a personal preference for the system which I originally conceived of in the first version of the Sensation system. This is the latter of the two systems listed. The other system, which I list first, is a little bit too White Wolf style in my view. Currently, the rest of the Sensation system is being designed with the prefered system in mind. Nevertheless, adapting the system to the more White Wolf-like dice system would probably not be too difficult.

The first of system functions as follows:

  • Roll the requisite number of dice
  • Consult the following table:

|^ D6 Roll Required |^ Difficulty of Test/Action |^ 1 or higher |^ Automatic success |^ 2 or higher |^ Very easy |^ 3 or higher |^ A good chance of success |^ 4 or higher |^ It could go either way... |^ 5 or higher |^ The odds are against you! |^ 6 or higher |^ Nigh on impossible... |^ 7 or higher |^ Automatic failure

  • Note the number of successful rolls. Perform re-rolls.
  • The GM decides whether you achieved enough successful rolls to pass the test or perform the action. Extra successful rolls indicate enhanced levels of success

The second, and preferred, system functions in a slightly different manner:

  • Roll the requisite number of dice
  • Consult the following table:

|^ D6 Pool Before Reductions |^ D6 Roll Required |^ 0 or less |^ Automatic failure |^ 1 or 2 |^ 3 or higher |^ 3 or 4 |^ 4 or higher |^ 5 or 6 |^ 5 or higher |^ 7 or higher |^ 6

  • Note the number of successful rolls. Perform re-rolls
  • The GM decides whether you achieved enough successful rolls to pass the test or perform the action. Extra successful rolls indicate enhanced levels of success

As you will have noticed, whenever a Dice-pool based roll is made, their is the chance of re-rolls occuring. Once all the dice in a pool have been rolled and their results noted, any dice that came up with identical rolls (Eg. A pair of 2's, Four 1's, Two 2's and two 6's, etc) are re-rolled. These new results are also noted and if any more identical rolls occurred, another round of re-rolling occurs. Re-rolling continues until no more re-rolls occur.

Initially, it may appear that the system is in fact rather Dice-heavy, something I stated I intended to avoid. However, the above tables merely list all the possible conditions. When actual rolls are being performed during the course of a game the average of dice rolled will be 3 or 4 at the most. It is only in the really extraordinary conditions that a player may end up rolling very large or very small numbers of dice.

Check Rolls

The other type of rolls that will appear in the system are Checks. Checks are basically very simple rolls made whereby you have a target number that you have to roll equal to or under in order to succeed. Often the target number for a Check is related to one of the non-Sensory stats that characters have. The only other thing to note is that Check rolls always fail on a roll of 6 and always succeed on a roll of 1. This ensures that there is always some chance of success or failure when a Check roll is made.


Comments:

  • To use tables uncheck the 'Use new markup' box.
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