Dice & Dice Pools: Difference between revisions
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:In the '''Genesys RPG''', characters regularly find themselves utilizing their skills and a healthy serving of luck to perform tasks and actions. Determining success or failure – or any unforeseen circumstances – requires the character to perform a skill check. There are two basic elements to skill checks. | :In the '''Genesys RPG''', characters regularly find themselves utilizing their skills and a healthy serving of luck to perform tasks and actions. Determining success or failure – or any unforeseen circumstances – requires the character to perform a skill check. There are two basic elements to skill checks. | ||
:# Create a pool | :# Create a dice pool and roll. | ||
:# After all factors are considered, if at least one Success symbol remains, the task is successful. | :# After all factors are considered, if at least one Success symbol remains, the task is successful. | ||
Revision as of 20:36, 24 September 2024
The Core
- In the Genesys RPG, characters regularly find themselves utilizing their skills and a healthy serving of luck to perform tasks and actions. Determining success or failure – or any unforeseen circumstances – requires the character to perform a skill check. There are two basic elements to skill checks.
- Create a dice pool and roll.
- After all factors are considered, if at least one Success symbol remains, the task is successful.
- When a character attempts an action, the first thing they do is gather the appropriate dice to form a dice pool. Several factors determine how many dice to roll, including the character’s natural abilities, training, equipment, and the inherent difficulty of the task. The GM might also add dice based on the environment or the situation. For instance, attempting to break in to the roof access of a building on a clear day versus trying to jimmy the lock in a downpour, without tools, while being shot at are quite different. Once all the necessary dice are collected, the player rolls the entire pool.
- The second step is understanding the results. After rolling, you examine the symbols that appear on the dice. Some symbols work in pairs, with one type canceling out its opposite. Other symbols apply no matter what and add extra effects to the task's outcome. By first comparing Success and Failure symbols, you determine whether the action succeeded. Then, you compare Advantage and Threat symbols to see if there are any positive side effects or complications. Finally, you resolve any remaining symbols to finalize the outcome.
- This core mechanic, the skill check, is the backbone of the game. Every other rule or effect interacts with either the process of building the dice pool or interpreting the results once the dice are rolled.
The Dice
- The symbols on the Genesys dice provide a foundation for the action in the game. Understanding how the symbols interact with each other will allow the game to run more smoothly. When the GM calls for your character to make a skill check, the dice allow you and the GM to resolve the role quickly, determining success or failure and narrative implications. There are six types of dice used to make this happen, and each die face is either blank or has one or two symbols representing positive or negative outcomes.
- A dice pool will generally contain between five and eight dice, though smaller – and larger – pools aren’t unheard of; difficult circumstances might call for more dice while more mundane ones require fewer.
- The dice can be divided into two categories: Beneficial dice and disruptive dice. Beneficial dice include symbols used to accomplish tasks, while disruptive dice feature symbols that cancel those from their counterparts and hinder success.
- Ability, Proficiency, and Boost dice are beneficial dice, while Difficulty, Challenge, and Setback dice are negative and disruptive.
Positive or Beneficial Dice
- The three types of beneficial dice feature symbols that increase the odds of success in finishing a task or gaining positive side effects.
Ability Dice
- Green eight-sided dice represent your character’s Ability; these dice form the core of most dice pools. They embody your character’s basic aptitude when making a skill check and are represented by in text.
Proficiency Dice
- The yellow twelve-sided dice represent your character’s proficiency, a combination of innate ability and training. They have a greater likelihood of success and are the only dice that include the Triumph symbol. Proficiency dice are upgraded versions of Ability dice and are represented by in text.
Boost Dice
- Situational advantages are represented by light blue six-sided dice. Boost Dice represent luck, chance, advantageous actions your character takes, and circumstances surrounding the characters, such as having the right equipment or perfect lighting. Boost dice are shown as in text.
Negative or Disruptive Dice
- The three types of disruptive dice include symbols that thwart success or provide unexpected – and unwanted – complications.
Difficulty Dice
- Purple eight-sided dice represent the inherent complexity or difficulty of a task. The more Difficulty dice in a dice pool, the less likely the roll is to be successful. They possess detrimental symbols that cancel out the positive symbols in a dice pool and are represented by in text.
Challenge Dice
- Challenge dice are dark red twelve-sided dice. They represent intense adversity and contention. They are likely to show up in place of Difficulty dice during more daunting challenges and circumstances, such as those posed by highly-skilled or powerful opponents. They include negative results, like Difficulty dice, but are the only dice to feature the potent Despair symbol. Challenge dice are upgraded versions of Difficulty dice and are represented by in text.
Setback Dice
- Represented by black six-sided dice, Setback dice are the thematic opposite of Boost dice. They represent bad fortune and difficult circumstances, such as poor lighting, insufficient resources, or difficult terrain. They’re added to a roll to represent situations or environmental difficulties that don’t increase the basic difficulty of the task. They’re represented by in text.
Percentile Dice
- In addition to the Narrative Dice, the game also uses a pair of percentile dice, either as percents or a simple roll of one to ten and are most often used for critical injury results.
The Symbols
Success
- Success symbols play a key role in determining if a skill check succeeds or fails; simply put, the more Success symbols you roll, the better your chances of success.
- For each Success symbol you roll, a Failure symbol cancels it out. After Failures are used to cancel Successes, if at least one Success symbol is left over, the skill check is successful. It’s also important to remember that the number of remaining can affect how well you perform the task, the magnitude of success. The more Success symbols you have after cancellation, the bigger the impact of your success, whether it’s dealing more damage, persuading more people, or healing more wounds.
- Success symbols are found on , , and dice.
Advantage
- The Advantage symbol represents an opportunity for a positive outcome or side effect, regardless of whether your character succeeds or fails at the task. Examples of these positive effects include staying unnoticed while hacking, finding unexpected cover during a firefight, or recovering from stress during a tense moment.
- It’s possible for a task to fail but still generate Advantage symbols , meaning something good can come from a failed attempt. Similarly, Advantage can appear during a successful roll, leading to even better outcomes. Keep in mind, though, that Advantage doesn’t directly affect whether you succeed or fail, it just influences what extra benefits you get from the roll.
- Advantage symbols are canceled out by Threat symbols , with each Threat removing one Advantage . If any Advantage remains after cancellation, you can use it to trigger special effects like landing a Critical Hit, activating a weapon’s special feature, recovering strain, or performing additional maneuvers.
- Advantage symbols can be found on , , and dice.
Triumph
- The Triumph symbol represents a major success or a highly beneficial result. When you roll a Triumph , two things happen:
- Each Triumph symbol also counts as a Success . This means it helps determine if your task succeeds, just like any regular Success symbol . However, like other Success symbols , the Success of a Triumph X can be canceled out by a Failure symbol rolled during the same skill check.
- You can use a Triumph to trigger powerful effects. Think of it as a "super Advantage," allowing you to pull off something impressive that regular Advantage symbols couldn’t achieve. For example, you could use a Triumph to trigger a Critical Injury during combat or activate a weapon’s special feature - things that would normally require multiple Advantage symbols . Triumphs can also lead to other extraordinary effects, which may depend on the GM, your environment, or specific character abilities.
- You benefit from both effects of a Triumph symbol : it counts as a Success , and it lets you trigger a special effect. While the Success part of the Triumph can be canceled by a Failure, the special effect cannot. If you roll multiple Triumphs, each one adds a Success and can be used for a separate powerful effect or increase the magnitude of a positive outcome.
- The Triumph symbol only appears on the die.
Failure
- Failure symbols are key to figuring out if a skill check fails. The more Failure symbols you roll, the more likely your attempt is to fail.
- Each Failure symbol cancels out one Success symbol . After Failures cancel Successes, if no Success symbols are left in the dice pool, the task fails. However, unlike Success, rolling multiple Failure symbols doesn’t make the failure worse. You either succeed or fail; there's no extra penalty for more Failure symbols beyond canceling out Success.
- Failure symbols can appear on , , and dice.
Threat
- Threat symbols represent negative consequences or side effects, whether the check succeeds or fails. Some examples of these side effects include taking too long to pick a lock, dropping your weapon while running for cover, or suffering additional strain during a stressful situation.
- It’s possible to succeed at a task but still roll several Threat symbols , leading to complications. Likewise, Threat can appear during a failed check, making a bad situation even worse. Keep in mind that Threat doesn’t directly impact whether you succeed or fail, but it can create difficulties or unexpected outcomes.
- The GM usually handles how Threat is resolved, but when NPCs roll Threat symbols , you and your fellow players can suggest creative ways to use it. These side effects could include being knocked down, losing cover, taking longer to finish the task, suffering strain, or giving an enemy an opportunity to act.
- Each Threat symbol cancels one Advantage symbol . The details of how Threat is used can vary, but common effects include physical setbacks or wasted time.
- Threat symbols appear on , , and dice.
Despair
- The Despair symbol represents a major negative outcome or serious complication. When you roll a Despair , two things happen:
- Each Despair also counts as a Failure . This means it affects whether the check succeeds or fails, just like a regular Failure symbol . However, the failure aspect of a Despair can still be canceled out by a Success symbol rolled in the same check.
- Despair can trigger very powerful negative effects, similar to a "super Threat." These effects are often more severe than what a normal Threat symbol could cause. Common examples include your weapon running out of ammo or slipping and falling while trying to climb. Despair can also lead to other serious consequences, depending on the GM, the environment, or an adversary’s abilities.
- Both effects of a Despair symbol apply; you don’t choose between them. The Failure portion can be canceled by a Success , but the special negative effect will still occur. If you roll more than one Despair , each one adds a Failure and triggers either a separate special effect or increases the magnitude of the negative outcome.
- The Despair symbol only appears on the die.