Iconoclast

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GENERAL INFO
    • RPG Main

FORGE
    •100
    •Combat
    •Target
    •Tiers
    •Success
    •Rolling
    •Contests

    •Modifiers
    •Aiming
    •Distance
    •Inebriation
    •Movement
    •Speed
    •Visibility

    •Damage
    •Armor
    •Cover
    •Attrib Mods

    •Actions
    •Beats
    •Combat Move
    •Reactions

CORE RPG RULES
    • Administration
    • Attributes
    • Icon Generation
    • Skills



© 1996-2008
æthereal FORGE ™



The MUD Slide


Iconoclast -- RPG -- Tier Selection

Tier Selection
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Deciding what tier of skill you're using is mostly a matter of common sense, but it is a vital step in making skill rolls. We're not going to go into all sorts of detail because it is really self-evident, but here a few examples:

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Ex.1: Rahl is driving an Indy Car. He looks at his driving skill:

Piloting(MA):25
\_Ground Vehicle, 4-Wheeled(MA):20
\__Racing(MA):10

Since he is driving an Indy Car, which he has specific knowledge of, he
is performing a skill check at the specific tier level. This means that
he adds all the numbers leading up to that tier. Thus, 10+20+25=55.
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Ex.2: Rahl is driving a dump truck. Since he is driving a truck, and he
does not know how to drive trucks, his skill is entirely dependent on
his broad knowledge of all things vehicular--his Broad tier. Thus, when
driving the dump truck, he only adds 25 when he's performing his skill
roll.
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There may be times when you can't find any particular skill tier to get the job done. You may need to lift a big fnorking boulder, but there just doesn't seem to be a "Lift Big Fnorking Boulder" skill anywhere, and none of the other ones seem to fit. In cases like this, generate a target based on the appropriate raw Attribute, plus or minus any modifiers. Then you roll against that Target. Obviously, this generates a much smaller chance of success, but if you don't have the skill to be doing something, then you probably shouldn't try it unless it's really important that you do.


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