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    GURPS and Dice Rolling System

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    Phantom
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    Posts : 153
    Join date : 2014-10-28

    GURPS and Dice Rolling System

    Post by Phantom on Sun Nov 02, 2014 9:46 pm

    Here's the link to the GURPS lite Rulebook: http://www.astro.wisc.edu/~dolan/gurps/gurpslit.pdf

    Here's the link for the dice rolling system: http://rolz.org/group

    Put your character's name in as your nickname, use Corenet as the Room Name.

    GURPS's dice system is extremely easy. You Roll 3d6, add the totals, and want to be below your target score. A roll of 3 or 4 is always a critical. A roll of 5 is a critical if your effective skill is 15+. A roll of 6 is a critical if your effective score is 16+. A roll of 18 is always a critical failure. A roll of 17 is a regular failure if your effective score is 16+, or a critical failure if your effective score is below that. Any roll of 10 greater than your effective score is a critical failure.
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    Phantom
    Administrator

    Posts : 153
    Join date : 2014-10-28

    Re: GURPS and Dice Rolling System

    Post by Phantom on Sun Nov 02, 2014 9:47 pm

    Combat goes as follows:

    Everyone takes their turn in the order of their movement score. Highest goes first. To attack, roll your weapon skill. If you succeed, the defender must make a defense roll. If they succeed, they attack is thwarted. IF they don't, the attack hits and you roll damage. A roll of 3 or 4 is a critical hit, which cannot be defended against. On a roll of a 3 to hit, you don't need to roll damage, the attack automatically does the maximum damage. Regardless of score, a roll of a 17 or an 18 is always a miss.

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