Difference between revisions of "D2 System"

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=== Test ===
 
=== Test ===
The core of making a test in d2 is to flip your [[#Attributes|attribute]] in coins, count the number of heads, adding the result to your [[#Attributes|attribute]]. For example
+
The core of making a test in d2 is to flip your [[#Attributes|attribute]] in coins, counting heads as 2 and tails as 1. Or, count heads and add the result to the attribute rank - thinking of it this way helps with pips, below.
 +
 
 +
For example:
  
 
* An attribute of 0 can normally only result in a 0 (see [[#Pips]] below).
 
* An attribute of 0 can normally only result in a 0 (see [[#Pips]] below).
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This results in a pretty steep difference between a score and its predecessor (a score of 2 will beat a score of 3 only once every thirty-two tries).  To mediate this, a single [[#Attributes|attribute]] rank can be divided into three pips, as follows:
 
This results in a pretty steep difference between a score and its predecessor (a score of 2 will beat a score of 3 only once every thirty-two tries).  To mediate this, a single [[#Attributes|attribute]] rank can be divided into three pips, as follows:
  
* The first pip only flips a single coin.  It does not count as a rank for the purposes of adding to the result.
+
* The first pip only flips a single coin.  It does not count as a rank for the purposes of adding to the result (ie, it counts as a 0 or 1 instead of 1 or 2).
* The second pip does not flip a coin, but instead counts as a rank for the purposes of adding to the result.
+
* The second pip does not flip a coin, but instead counts as a rank for the purposes of adding to the result (roll normally, then add 1).
 
* The third 'pip' grants the full rank bonus.
 
* The third 'pip' grants the full rank bonus.
  
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* As the above suggests, a single pip on the higher scale represents three coins on the one below it.
 
* As the above suggests, a single pip on the higher scale represents three coins on the one below it.
 
=== Teamwork ===
 
The game master must decide whether or not teamwork can apply to a specific situation.  While the rules are specific to each take on the [[d2 System]], all takes are meant to handle it somewhat like what follows:
 
 
A given [[#Attributes|attribute]] is considered the cooperation [[#Attributes|attribute]].  This score limits just how much the 'leader' can benefit from her fellow teammates.  This same [[#Attributes|attribute]] likewise limits just how much her teammates can contribute to her effort.
 
 
This affects the quality of a given result.  Affecting the quantity, of course, is a much simpler process (two people can do twice the work, for example).
 
  
 
== Attributes ==
 
== Attributes ==

Revision as of 19:15, 24 June 2006

Basics

The d2 System is a role-playing system that can be used with nearly any kind of dice, from coins to standard six-sided dice to d20s, as long as it has an even number of sides. I am using it as the basis of Exalted Lite, Forgotten Dawn, and Solar Storms.

Because it only uses a d2, I will be referring to 'flipping coins' where most other systems will involve rolling dice. When rolling dice, the easiest thing to do is consider an even number a success ('heads'), and an odd number a failure ('tails'). Feel free to use another means if it suits your group.

This isn't a normal generic system, since it cannot be used in a standalone fashion. For examples, see Forgotten Dawn, Exalted Lite, and Solar Storms. Each uses these rules as their core, but expands upon them by defining their own attributes, and the subsequent rules from them.

Test

The core of making a test in d2 is to flip your attribute in coins, counting heads as 2 and tails as 1. Or, count heads and add the result to the attribute rank - thinking of it this way helps with pips, below.

For example:

  • An attribute of 0 can normally only result in a 0 (see #Pips below).
  • An attribute of 1 can result in a 1 if the result only comes up 'tails', or a 2 if 'heads'
  • An attribute of 2 can result in a 2 (both tails), 3 (one head), or 4 (both heads)
  • A score of 3 can result in a 3-6, etc.

Pips

This results in a pretty steep difference between a score and its predecessor (a score of 2 will beat a score of 3 only once every thirty-two tries). To mediate this, a single attribute rank can be divided into three pips, as follows:

  • The first pip only flips a single coin. It does not count as a rank for the purposes of adding to the result (ie, it counts as a 0 or 1 instead of 1 or 2).
  • The second pip does not flip a coin, but instead counts as a rank for the purposes of adding to the result (roll normally, then add 1).
  • The third 'pip' grants the full rank bonus.

In OpenRPG, the first pip should be recorded like 1d2-1+score, and the second pip 1+score, when making use of macros and such.

In other formats (or simple records), use score+h for the first pip and score+1 for the second pip.

Advanced Rules

Most of the d2 Systems rules have to remain pretty basic, due to the level of customization needed. There are a few common themes which follow identical or similar guidelines, however.

Scaling

A feature of the d2 System is the ability to scale, where a group of two or more coins can be counted in a single coin. This mostly comes into play in settings like Solar Storms, where the vast difference between capabilities needs representation.

Scales are assigned a letter, from A to Z. Human scale is considered to be scale B. Each scale is considered to be ten times as good as the scale previous. For example, a score of 6 on scale C would be only two pips on scale D, but a score of 60 on scale B, and 600 on scale A.

  • As the above suggests, a single pip on the higher scale represents three coins on the one below it.

Attributes

Attributes in the d2 System are a part of the customization of the system. While they should be comprehensive, they should also be a short list:

Exalted Lite Forgotten Dawn Solar Storms
Awareness Awareness Acceleration
Compassion Brawn Coordination
Conviction Control Dissipation
Creation Craft Mobility
Essence Create Perception
Expression Destroy Reason
Harmony Expression Resilience
Intellect Harmony Size
Might Knowledge
Natural Maintain
Prowess Perceive
Stature Prowess
Subterfuge Soul
Temperance Stature
Valor Subterfuge
Warfare Warfare

These aren't the sum total of their systems, of course. Solar Storms has its Personality Matrix, they each have an extended set of individual rules.