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Larp:Proposals/Dice Conversion
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==Substituted Dice Rolling== Any time a player would make a challenge or test using Rock, Paper, Scissors, they instead roll a single 10-sided die and add the appropriate pool and bonuses to the total. The target number is either the target's defense pool for the challenge plus another die roll, or a target number determined by a Narrator. If total is tied, higher skill dots wins; if that is tied, the defender is successful. The minimum/maximum Wildcard Bonus is -5/+5 (always has been). Other, non-wildcard bonuses work as normal. ===Retesting=== When a player spends a Willpower or otherwise causes a retest, all involved players retest by rerolling. All limits to retests still apply. ===Exceptional Successes and Fumbles=== A character who rolls a 1 on a test fails, regardless of whether they would normally succeed in such a challenge. In a Contested challenge (see below), this means the other party succeeds, unless they also roll a 1, in which case both parties fail and may rightfully be the subject of ridicule. If both parties roll a 10, both parties succeed (this may require a narrator to handle the effects). An attacker who succeeds on a challenge and their roll is at or above an exceptional target number (commonly called a "threat range") is considered exceptional. The default target number is 10. A character does not have to have a larger pool than their target to exceptionally succeed. An increase to threat range reduces the exceptional target number by 1 (for example, a +1 to threat range changes the exceptional target number to 9). The exceptional target number cannot be lower than 8 under normal circumstances. * For simple tests, the threat range is determined by the dots in the appropriate skill: If the user has 3 or more dots, they receive a +1 to threat range; at 5 dots, it increases to +2. ====Physical Pool threat range==== * Effects that give +5 or more to offensive Exceptional comparisons on physical challenges instead increase the threat range by 1. (Examples: Potence 3, Celerity 2, the ''Deadly'' quality for a weapon. * Effects that give +4 or less to offensive or defensive Exceptional comparisons on physical challenges instead give a +x Wild Card Bonus to the offensive or defensive pool. (Example: ''Hardcore'' fleeting status) * The quality "Brutal" now increases a weapon's damage by 1. ====Mental and Social pool threat range==== * The threat range is determined by the number of dots possessed by the user in the Discipline/Arcanos/etc.: If the user has 3 or more dots, they receive a +1 to threat range; at 5 dots, it increases to +2. * For Gifts and Changeling Arts, the threat range is determined by the user's dots in the Gift Level ladder (WtA, Pg 209). All gifts in a ladder of 3 get a +1 bonus to threat range; all gifts in a ladder of 5 get +2. ====Stock NPCs==== Stock NPCs follow this same scale based on their Stock NPC dots: Stock NPCs of 3 or more dots have a threat range of +1 at 3 dots, and +2 at 5 or more dots. ===Chance rolls=== If the target difficulty is greater than the character's total pool, they still have a chance to succeed. In this case, they roll "chance" d10, and succeed (with a normal success) if they roll a 10.
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