Turn of the Century- 1900
Resolving Conflict Game Rules
RESOLVING CONFLICT/ BASIC GAME MECHANIC
The GRITTY system is essentially a d20 system. Players who are familiar with DnD 3.5 or Pathfinder will find the system easy to understand. For ease of play and compatibility, many rules have been borrowed from the d20 system under the Open Gaming License, including movement and combat rounds.
THE ROLL- 1d20+ Attribute+(Skill or Power Rank)+ Modifiers from Adds, etc.
• This basic mechanic is used for almost every roll in GRITTY besides damage rolls.
THE TARGET NUMBER- can be determined a few different ways as noted below. Equaling or beating the Target Number means the action is successful.
o Physical or Mental/Power Defense
o Passive Skill Defense- typically 8+ Related Attribute+ Skill+ Misc.
o Opposed Roll- both characters roll
o Assigned by GM- Easy=10, Medium=15, Hard=20, Heroic=25, etc.
• The GM assigns the Success Number, usually between 30 and 100.
• The GM assigns the Failure Number, usually between 5 and 15.
• The GM assigns the time interval- 1 hour, 1 day, 1 week, etc.
• The player makes a Skill/Power check every time interval. As long as they meet or exceed the Failure Number, their Check total is added to subsequent Check totals until the Success Number is met. If the player ever rolls a natural “1” or below the Failure Number, the action fails.
Example: Professor Saunders is searching a massive library for a particular “lost” text. He has no idea when the curator’s patience will run out and his access will be rescinded. The GM sets the time interval at 1 hour, a Failure Number of 10, and a Success Number of 50. The player makes Academics checks of 15, 19, and finally 7. Toward the end of his third hour of searching, the head librarian shows up with a mysterious man in a trench coat and informs the good Professor that his search is over.
IMPORTANT GAME CONCEPTS/TERMS
1. The GRITTY system minimizes ‘flat bonuses’ to hit or damage rolls. In most cases, miscellaneous modifiers/ bonuses do not exceed +2. If several modifiers appear to stack with each other, and exceed +4 or +5, check with the GM for approval, as this may be fine for experienced characters.
2. Rank +1- The GRITTY system encourages well-rounded characters by limiting the Rank of sub-categories. Thus:
• Skill or Power rank can’t exceed the related Attribute Rank +1
• The number of Powers can’t exceed related Attribute Rank +1
• Adds to an Attribute, Skill or Power can’t exceed related Attribute/Skill/Power Rank +1
3. Attribute- There are two physical and two mental attributes that govern a character’s natural abilities. Attribute Rank is always added to a Skill or Power check. Attributes are combined in various ways to generate secondary attributes, ensuring that there is no “throw away” attribute.
4. Skills/Powers- Skills and Powers represent specific areas of training that the character has attained. Some can be used without training (making an Attribute-only roll), while others, including all Powers, can only be attempted if the character has at least one Rank in the Skill/Power.
5. Adds- Adds allow the character to use an Attribute, Skill or Power in a specific way, usually gaining a limited or conditional bonus.
6. Passive/Active Rolls- The basic game mechanic allows for some flexibility in who makes the Roll. If the GM prefers to roll, the character’s defense is 8+ (two numbers), which could be an Attribute+Skill/Power or even AttributeX2. If the GM prefers the players to roll, the player rolls a d20 + (two numbers), usually Attribute+ Skill/Power or AttributeX2, versus a target number set by the GM.
• Example: The GM wants the villain, a master assassin, to sneak up on the player character. The GM can either make a Stealth roll for the villain versus the character’s Perception defense (8+Will+Perception) or allow the player to make a Perception check versus the villain’s Stealth defense (8+Agility+Stealth).
• Example: The player character has been infected with a disease. The GM can roll each day, assigning a strength number to the disease, versus the character’s Poison/Disease Resistance (8+(BodyX2), or allow the player to roll his resistance (1d20+(BodyX2) versus a target number set by the GM.