Amber, the Mostly Diceless Way
Why? Mechanics Combat Magical Combat
Well, while we love the freedom and flexibility of diceless role-playing a great deal, as both GMs and players we have sometimes wished for a bit more structure and element of chance in certain areas. So we designed this system in hopes of doing just that, without losing the spontaneity and flexibility that makes diceless gaming so rewarding.Mechanics
Dice (10 sided) will be used for combat, both physical and magical, when you go trying to sneak about, on occasion for noticing important bits of information (so when you stuble across that mysterious Trump or artifact, it won't seem so much like it's screaming 'plot'), and occasionally for Powers. Everything else is left to role-playing. In other words, you won't be able to rely on the dice to get you out of trying to con your cousin Faulkner, Caine's grandson, or charm the eminently snotty Princess Phoebe. What would be the fun in that?
We've tried to keep the dice rolling as simple as possible. 10 sided dice will be used for this system. All dice tests are made based on a character's attributes. For every 5 points a character has in an attribute, they get one die. So say Caspian, grandson of Caine, had 30 points in Strength; he would then roll 6 dice for that attribute.
Once the roll is completed, the numbers of each die are added to get the result. Each test that a character rolls against is assigned a difficulty number. If their added roll is greater than this number, then they are successful. If not, then they fail. In the case of a single action against an NPC or other PC, that difficulty number will be the target's appropriate attribute. If Aubrey, Captain of the City Guard, with her Dexterity of 45, was trying to sneak up and strike her cousin Genevieve, one of Amber's greatest sword-fighters, who has a Dexterity of 70, she would roll her nine dice against a difficulty number of 70, Gen's Dexterity.
In the case of two people involved in some sort of hand to hand combat or a sword-fight, they would each roll the appropriate Attribute, with the difficulty number being the opponent's Attribute score. If Caspian, for example, with his strength of 30 were to try and wrestle his Uncle Quentin, who has a Strength of 50, he will roll his 6 dice of Strength against a difficulty of 50 (Quentin's strength), and Quentin would roll his 10 dice against 30 (Caspian's strength). It is unlikely Caspian would succeed in this venture, given his Uncle is so much stronger, but should Quentin for some reason fail his role and Caspian succeed, then Caspian would be successful.
The Mad Die: Just to make things a bit more interesting, though, each player has a 'mad die'. This die (of different color than the rest) is included in the total number of die for an attribute roll. So, in Caspian's case, he would have 5 normal dice for his strength roll, and one mad die.
If a 10 is rolled on the mad die, then it can be rerolled, and the resulting re-roll added to the previous total. This can continue as long as the player rolls a 10 on the mad die. But if a 1 is rolled on the mad die... well, the only visible effect to the player is he/she only gets to add one point to their total. But the character is more than likely going to stumble across a bit of ill luck very soon.
Other things can modify a roll, which will be explained in more detail in the Extras section.
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