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  1. #1

    Alternity rules (quite long)

    On 21-Jul-98, Randall W. Porter@6550 ( wrote about
    Re: [BIRTHRIGHT] - Alternity rules:

    - ->>(aka failure in most cases) is any roll above the Ordinary target, and a 20
    - ->>can be a Critical Failure. So if I have a score of 14 in attacking, for
    - ->>instance, then my MOGA set would look like: 15+/14/7/3
    - ->>Meaning:
    - ->> If I roll a 15 or above, failure (Possible Critical Failure on a 20).
    - ->> If I roll a 14 to an 8, Ordinary success.
    - ->> 7 to 4, Good success.
    - ->> 3 or less, Amazing success.
    - ->I haven't played Alternity yet, but it seems they've pretty much ripped off
    - ->the Traveller (MegaTraveller version I believe) system.

    I haven't anything to say about the Alternity system, but when we are talking
    about a system to replace or enhance the AD&D system, then I would like to
    introduce another system, the Fading Suns system (may or may not be ripped
    from another system).

    when rolling a dice, a 20 result is a critical failure (thats quite common in
    most games) and 1 is always a success.
    to get a "critical success" you have to roll the same as what you have in the
    skill (e.g. Fishing 10 -> 10 is the critical success), all effect
    dices/victory points are dubbled (a critical success 10 would generate
    if the result is less than the skill value, then you will recive something
    called Victory Points/Effect Dices. Victory Points are used in sitiuations
    when two persons struggles about something, e.g. the two fighters holds the
    same sword, but before either can use it, someone must drop his hold of it.
    The DM may say that the one who gets the swod is the fighter who generates 20
    victory points first. The players (player/DM) makes strength rolls, and the
    one who gets 20 vp first will be the winner of the sword.
    Effect dices are used to increase effects of stuff, like damage or make
    another task esier. When dealing damage, each dice generated will add one dice
    of damage. As in Fading Suns you roll a d20 for each point of damage, and all
    which results in a
    value 13 or less are counted as the real damage, for AD&D you could roll the
    normal weapon damage plus the amount of
    extra effect dices. Those d20 which generates a value of 13 or less will add
    one point of damage to the result from the weapon.
    Tries to jump from a tower to a rope hanging from another tower and then try
    to climb up for the rope. If the jump generates many effect dices, it will be
    esier to climb the rope. Each of the dices are counted as a bonus when rolling
    the climbing skill.
    If someone would have a skill value over 20, then add the [skill value - 20]
    to the number of VP/ED.
    Victory Chart

    Succ VP/ED Accomp.
    1-2 1/+0 Baerly satisfactory
    3-5 1/+1 Mediocre
    6-8 2/+2 Pretty good
    9-11 3/+3 Good job
    12-14 4/+4 Excellent
    15-17 5/+5 Brillinat
    18-19 6/+6 Virtuoso preformance

    You will either have to change the Victory Chart for Tach0 results or use an
    opposite tach0 system (where 20 becomes 1), the same can be applied to saving
    throws. Don't forget that the penatlies bonuses are added before rolling the
    dice, so a person who has tach0 12 fighting a monster with AC -4 will need a
    16 to get the a critical success, if there would be other penlties (darkness
    or so), then the person would need to roll even higher to get that critical
    success, but don't forget that the tach0 16 result will only generate 1VP/ED.
    In diference to AD&D (2nd ed), all skills are quite lowe in Fading Suns, so I
    would suggest that you get only 2/3 of the normal value for any skill taken.
    The recived skill values in Players Option are quite good for this system.

    There is an optional rule in Fadins Suns which allows the player to modify the
    dice result before he rolls the dice, in AD&D it would work more like you can
    add/remove half of your skill value, e.g. Martin has swiming 8, he could say,
    "I add 4 points to my dice result". So if Martin rolls 4 he will get a
    critical success (4+4=8), but a 5 would be a failure, this would give a higher
    minimum of VP/ED. But if you want to be more sure to only success with the
    action, then removing 4 points from the dice would implay that you had a 60%
    chance (12 or less) to success instead of 40%.

    I do like the Fadins Suns system so much that I have thought of adapting it
    completly to AD&D. I hope you too will like it even if my description wasn't
    so good.

    //Trizt of Ward^RITE


  2. #2
    James Ray

    Alternity rules (quite long)

    OHHH-KAY. Ill wait until the two of you have ironed out the differences
    between your systems, but - I think EACH has its own merits.


    - ----------
    > From: Trizt
    > ->I haven't played Alternity yet, but it seems they've pretty much ripped
    off the Traveller (MegaTraveller version I believe) system.

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