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http://www.ludism.org/ppwiki/ConsensusFantasy 5. An argument's strength determines what needs to be rolled on a piecepack die for it to happen. Players roll one die for their own arguments. If they roll any of the target numbers, then the argument happens. (If an argument will always fail or always succeed, they don't roll for it.) The tables below show how to roll on both standard six-sided dice (d6) and percentile dice (d100) as well as piecepack dice. """ | **Strength** | **piecepack** | **d6** | **d100** | | VERY STRONG | 2,3,4,5,A | 2,3,4,5,6 | ≤ 85 | | STRONG | 3,4,5,A | 3,4,5,6 | ≤ 70 | | AVERAGE | 4,5,A | 4,5,6 | ≤ 50 | | WEAK | 5,A | 5,6 | ≤ 30 | | VERY WEAK | A | 6 | ≤ 15 | **Table 1** Piecepack dice have six sides: N 2 3 4 5 A, where N means "null" and A means "ace". In Consensus Fantasy, nulls count as 1 and aces count as 6. N is an automatic failure and A is an automatic success. If you roll either of these special values, roll again. (But don't roll again when settling **competing arguments** or **conflicts**.) If your second roll is another special value, this is what your rolls mean: | **piecepack** | **d6** | **d100** | **Success?** | | N & N | 1 & 1 | > 85 & > 85 | "No, and..." an extra failure | | N & A | 1 & 6 | > 85 & ≤ 15 | "No, but..." a positive side | | A & N | 6 & 1 | ≤ 15 & > 85 | "Yes, but..." a negative side | | A & A | 6 & 6 | ≤ 15 & ≤ 15 | "Yes, and..." an extra success | **Table 2** The gamemaster determines what these results mean by making an argument for an unexpected event. (See **Unexpected events**.) """
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