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schoon
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Rules Details?

Fri 12 Aug 2016, 18:42

I know the basic premise: you form a dice pool from abilities, skills, equipment, and circumstance(?). Some number of successes are needed to accomplish the task at hand.

Could someone familiar with the system provide a little more detail?

Such as:
  • How do opposed checks work?
  • Do you color code dice so you can see what contributed to the success?
  • Is $$ for success with equipment an issue?
Thanks in advance!
 
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Vainamoinen
Posts: 91
Joined: Sat 09 Jul 2016, 14:34

Re: Rules Details?

Fri 12 Aug 2016, 19:10

How do opposed checks work?
Opposed rolls are quite intuitive. Both participants roll their respective skills (e.g. INFILTRATION vs. OBSERVATION) and whoever scores more successes (sixes) wins. In some cases the skills tested are the same for opponents, so when the rules speak of "an opposed RANGED COMBAT roll", both roll that skill.

Do you color code dice so you can see what contributed to the success?
In Coriolis, you don't need to! Thankfully, because it can be a bit of a mess in Mutant Year Zero sometimes. :P

Is $$ for success with equipment an issue?
I'm not sure what you mean here – but of course better equipment with higher bonusses costs more money. However, for the number of dice that you throw, better equipment isn't necessarily that influential. Attributes give you 1 to 5 dice, skills give you 1 to 5 dice and equipment has the same 1 to 5 range; though I would think that equipment in the +4 to +5 dice category gives the GM a plethora of darkness points, so handing those accessories to players may be a Pandora's box situation.
 
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Zapp
Posts: 464
Joined: Sat 09 Apr 2011, 17:45

Re: Rules Details?

Sun 14 Aug 2016, 12:47

Coriolis doesn't talk about dice color at all, but of course it would be easy to roll differently colored equipment dice if you feel that helps you narrate the resolution :)

Well, it would be hard to envision a SF game where bigger guns would not make a difference... but a few specific details might ease your worries:
- armor isn't a static number, the damage absorbtion is a roll just like any other. This helps immensely to retain a vibe of "combat is dangerous", since even if you roll a handful of dice there is always the risk (however remote) of rolling no successes (which means the attack managed to find a completely unprotected gap in your armor).
- if you want to keep equpment dice to only a small fraction of total dice (ability + skill), then don't let the heroes get their hands on restricted (faction) tech. By that I mean: the default is for the best tech to be restricted (quite literally, that's the name of the category).

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