π² Dice System
Dice are a central component of the game. Whenever some skills are challenged or a character needs to act in battle, a dice roll usually decides the outcome.
Diceβ
Fluxterra primarily uses one D20 and a handful of D6 per player, while GM usually only requires a single D20.
Visibility of Rollsβ
Generally, players roll in the open, and the GM rolls hidden.
However, sometimes rolling more open or hidden may allow for better story telling or atmosphere. For example, when a player is attempting to see through a lie, a hidden roll prevents the player from knowing the truth, instead of just the character.
Also, the GM may sometimes show his rolls to show the "fairness" of the roll. However, in contrast rolling in hidden and fudging the roll can also allow the GM to better control the game. Keep in mind that the purpose of the game is for everyone to have fun, the players and the GM.
So, feel free to ignore these recommendations when appropriate and after discussing with your group.
Check Rollβ
The most common roll is a check roll, which uses the D20. When a character attempts to do something that has a reasonable potential to go wrong, such as climbing a cliff, searching a library for information, or hitting an enemy in battle, they need to perform a check roll. The outcome determines whether the character succeeds and how well they did.
Triggerβ
First, the character needs to trigger a check roll. This either happens by attempting a difficult action, by using their weapons or by Fluxmancing.
Attributeβ
Next, the appropriate Attribute or Attribute Category must be determined.
Weapons and Fluxmancing Recipes use Attribute Categories and provide them.
For improvised actions, Attributes are used and the GM usually determines which is required for the action. They may also give the player some options of which Attribute to use. The player may also suggest Attributes, but the GM has the ultimate say.
Difficultyβ
Nearly every check roll goes against a certain Difficulty. This difficulty is either provided by the Weapon or Fluxmancing Recipe, or determined by the GM on how difficult the action is.
When determining the difficulties of improvised actions, usually the following are used:
| Difficulty | Value |
|---|---|
| Easy | 10 |
| Average | 15 |
| Hard | 20 |
| Extreme | 25 |
If a character succeeds a higher difficulty than necessary, they should also gain a better reward.
However, if something is impossible, the GM must tell so and not let the player roll.
Situation Advantage & Disadvantageβ
Depending on the current situation, a character may have advantages or disadvantages on their roll. This can come from Traits, Items, or just current circumstances. The player and GM must decide on these and determine a Situation value. It usually ranges between +5 and -5.
Rollingβ
Finally, a single D20 is rolled. This determines how well the character actually performed.
Now one of the following outcomes happens:
- Fumble: Die shows a 1.
- The action fails with heavy negative consequences.
- Crit: Die shows a 20.
- The action success perfectly with additional positive consequences.
- Hesitate: Die + Attribute + Situation is below the difficulty.
- The character hesitates, determining the action is risky and they may attempt a push.
- Success: Die + Attribute + Situation is equal to or greater than the difficulty.
- The action succeeds.
The GM decides the exact outcomes and narrates them after the dice roll. The player may provide suggestions however. Also, generally the higher the roll the more positive the results should be.
Pushingβ
Whenever an action is attempted twice, meaning attempting to reach the same goal, the roll becomes Pushed. This even happens when a different character attempt this.
This changes the possible outcomes slightly:
- Fumble, Crit, Success:
- Work as normal.
- Fail: Die Value plus Attribute Value is still below the difficulty.
- The action fails with some negative consequences.
Any action can only be pushed once, meaning an action can only be attempted at most twice. Think of "pushing" as "exhausting all possible options". If a push fails, there is no direct way the action can success.
Also, as GM make sure that a pushed roll progresses the adventure in some way.
However, rolls where the character doesn't have time to hesitate, cannot be pushed. For example Hit Check Rolls in battle. These are known as Immediate Check Rolls.
Special Rollsβ
Cooperative Rollsβ
When multiple characters want to work together during an action, they may perform a cooperative roll. If this can be coordinated, this can avoid having to risk a pushed roll.
For this, all participants perform the check roll. The best result among the participants counts.
Opposed Rollβ
When characters directly oppose each other during an action, they must perform an opposed roll.
For this, all participants perform the check roll, but without any difficulty set. Whoever has the higher result wins. If they are equal, the initiator loses.
Improvised Fluxmancingβ
When a character want to fluxmance outside of their learned recipes, they need to perform a special check.
First GM and the Player decide on which Flux Types the Concord will be based on. For simple Concords, it is usually only one type.
Next, a check roll is performed for each Flux Type. The Attribute is determined by the Flux Type, where:
| Flux | Attribute |
|---|---|
| π₯ Ivris | πͺ Body |
| π§ Wava | πͺ Body |
| π± Fenil | π§ Brain |
| β‘ Voltik | π§ Brain |
| π Nirum | ποΈ Mind |
| π Lumir | ποΈ Mind |
All checks need to succeed to successfully perform the Concord.