==== Dice ====
[The aim of this dice mechanic is to allow for an increase to both accuracy and precision, whilst a better trained character should be more successful and be the better of his lessers. Still, it wants to be simple enough during play to not grind the game to halt with every roll.]
The system makes use of six-sided dice (d6) to resolve conflicts and moments of chance/competence.
- Degrees of Success shows an increased level of success over the test. A Degree of Success is achieved by rolling 10 higher than the Target Number. In combat, Degrees of Success deals more damage, while they confer an advantageous gain in out-of-combat situations.
- Short-hand dice mechanic: Roll ATTRIBUTE +SKILL keep ATTRIBUTE.
Example: Joe has 4 ranks in the Fighting Attribute and 2 ranks in the Sword Skill. Thus his equation looks like this:
Roll 6k4 (Roll 6, Keep 4, averages to 17.34)
==== Attributes ====
At the beginning of character generation, each Attribute starts at Rank 3. Attribute define broad categories of activities, that has something in common and can be lobbed together. Each new rank can be bought for XP, with an increasing cost the higher the Attribute gets. The max rank of any Attribute is 5.
==== Skills ====
Each Attribute has a number of Skills connected to it. Whenever a roll is made, skills are added to the roll as additional dice, that are not kept, but can skew the average of a roll into the higher eschelons of its potential. A skill can't have more ranks than its parent attribute.
[It also reduces the standard deviation by a small margin. Thus a more skilled character is more consistent within his max potential than an unskilled character]