====== UNOPPOSED ATTRIBUTE SCORE TEST ====== When an Adventurer tests an ability against nature or circumstance: - **Attribute** - Take the current [[salvage_space:attributes|Attribute]] for the Attribute being tested against - **Random Circumstance** - Roll **2d6-2d6** to determine the circumstance or luck modifier - **Modifiers** - The Guide may modify the current result by other non-random circumstances - **Degree of Success** - Combine the Attribute, the Dice Roll, and Modifiers to find the **Degree of Success** for the test ===== The Guide's Modifiers ===== The Dice Roll provides a way to account for all of the many possible "good" or "bad" factors that might affect the Adventurer's luck attempting an action, A gritty floor that loses traction, a distracting reflection, and countless other possible circumstances not worth making book after book of ruling over all wrap up into one roll to represent them all. Non-random circumstances may also affect an Adventurer's action. If the Guide determines that specific non-random circumstances of the encounter, and the action attempted, merit becoming part of **Degree of Success**, they may add or subtract as needed. For example, an action occurs on a moonlit foggy night full of shifting close shadows, prompting the Guide to assess a -2 Modifier for the action attempted. The Guide specifies the amounts and reasons, but should take care not to add more than +3 or subtract more than -3 without clear reason or justification to preserve fairness and balance. ===== Minimums and Maximums ===== The **Degree of Success** scale does not exceed the range of -10 to 0 to +10. If the cumulative factors of Attribute, Skill, Dice, Modifiers, result in total that exceeds the range of -10 to +10, drop any additional points beyond the range. Cap the success at +10 or the failure at -10. ===== Success ===== A **Degree of Success** from 0 to +10 is a success and the attempted task is completed. ==== Failure ===== However, if the **Degree of Success** is -10 to -1, then the attempted task failed, and negative consequences for failure apply. ===== Consequences ===== The normal consequence for a failed Unopposed Attribute Score Test is **Attribute Reserve** damage. The **Degree of Success** from -10 to -1 represents the number of lost **Attribute Reserve** points. On a particularly bad failure of -10, the **Attribute Reserve** damage was so severe that it continues to add residual damage by 1 additional point each turn until healed or repaired. ===== Example ===== For example, an unopposed [[Strength]] Attribute test: - **Attribute** - Start with the Adventurer's current [[Strength]] from -10 to 0 to +10, for this example +3 - **Random Circumstances** - Roll 2d6-2d6 to determine how much random circumstances or luck may affect this action, from -10 to 0 to +10 - The player rolls +2, making the current result +5 - **Modifiers** - The Guide may modify the result for any other non-random circumstances - The Guide applies no penalty (-10 to -1) and no bonus (+1 to +10) modifiers. - The **Degree of Success** would be a final value from -10 to 0 to +10 - The combined +3 Attribute, the +2 dice roll, and no additional bonuses or penalties from the Guide results in +5 **Degree of Success** for this task attempt. ===== Example Success ===== If the **Degree of Success** is 0 to +10, then that Strength test succeeded. In the example, a result of +5 is a success. ===== Example Failure ===== If the **Degree of Success** results in a -10 to -1, then that many points are removed from the current Strength Reserve. In the example, if the player had rolled -5 on the dice, with a **Strength** of +3, the result would be a -2, a failure and 2 points of **Strength Reserve** damage would be counted off. If the **Degree of Success** results in -10, then the Adventurer continues to lose an additional 1 point of **Strength Reserve** per turn until healed. Each 10 points of **Strength Reserve** lost will also incur a **Strength** score loss of 1 point as well. ▲ [[:Chronology:]] ~~DISCUSSION~~