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Thread: Alternity rules (quite long)
07-22-1998, 11:10 AM #1TriztGuest
Alternity rules (quite long)
On 21-Jul-98, Randall W. Porter@6550 (firstname.lastname@example.org) 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
- ->> 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.
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
//Trizt of Ward^RITE
07-23-1998, 09:45 AM #2James RayGuest
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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