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Game Mechanics

BlackThorne utilizes a modular game system with a simple, easy-to-remember core that heavily favors the narrative
flow of your game over number crunching. When you want more control over something, say, combat, you can use
the crunchier Combat! Mechanic with no fuss, and little to no portability issues: all your attributes, stats, and skill
ratings remain as they are.

present the player with a hard choice that makes them


Dice Mechanics question the ultimate value of whatever it is they want
The basic resolution mechanic in BlackThorne consists and if it is still worth the trouble.
of building and rolling a d6 dice pool based on an array Failure with Consequences is similar with Success with
of applicable skills that your character possesses. The Consequences, but without the hard choice: the
highest result on a single die (which can be anything character simply fails to get what they want, and nasty
from 1 to 6) is the result of your roll. Occasionally, it stuff happens. While this is a daunting outcome for any
will be useful to arrange your dice after rolling from player, it should be noted that this is only a real problem
lowest to highest, but for the most part, you will be when your dice pool consists of only one or two dice;
looking for the single die that rolled the highest. the chances of rolling all 1s or 2s decreases dramatically
It should be fairly obvious that the more dice in your when you roll more dice.
pool, the better your chances of rolling high. The horizontal axis indicates Skill Shade, which is a way
of representing a character's talent or giftedness in a
Core Mechanic particular skill (while the number of dice in their pool
indicates their training). At the start of the game, nearly
The core mechanic of BlackThorne is a narrative
all your skills will be shaded Black. How to move to the
between Game Master and players, with dice rolls made
Grey and White shades will be discussed later.
to resolve conflicts.
Conflicts is a flexible word in this game; A physical Players from other RPG systems might notice the lack
brawl is the clich definition, but also involves trying to of a critical success/failure mechanic. We love critical
lower the price on a piece of armor, convincing a guard successes (and conversely, despise critical failures), but
to let you pass, or even simply trying to leap over a there was no way to build such a mechanic into the
waist-high wall. Anytime there is a chance that the initial roll of the dice pool in a way that felt satisfactory
player might not get what he/she wants, this is a to us. The game plays fine without them, but if you
conflict, and must be resolved somehow. really want to give both your players (and some of your
NPCs) the thrill of astounding success, you may allow
The most common way conflicts are resolved is via tests. players to renegotiate their definition of straight
This is when the GM calls for a particular skill to be success only if more than one die rolled a six, with
tested, and the player/s roll a number of D6s equal to more dramatic redefinitions costing more sixes.
their rating in the called skill.
After rolling, the player looks for the die/dice that Opposed Tests (Modular Combat/Social Conflict)
rolled the highest number. This number is the roll A different kind of test occurs when whatever a player is
result. trying to do in the game is being actively worked-
The result of your roll is interpreted according to the against by someone or something. This is known as an
following table: opposed test, and this kind of test does not make use of
degrees-of-success.
Black Gray White
Failure with
In an opposed test, both the player and the GM (playing
Consequences 1-3 4-5 6 the NPC opposing the player's actions) roll dice pools.
Success with Similar dice results cancel each other out, and the
Consequences 1-2 3-4 5-6 winner is whoever has the remaining die with the
Straight
1-2 3 4-6 highest number. Ties go in favor of the defender, the
Success character being acted against.
Table 1: Degrees-of-Success
It goes without saying that this kind of test occurs most
A Straight Success is a success as agreed upon by the often during combat, with Attack rolls being opposed
player and GM. This agreement between player and GM by Defend rolls (Block, Parry, or Dodge).
is important, even if it seems like meta-gaming, as it will
help determine the number of dice in your pool. Advantage & Disadvantage
Success with Consequences means that the player is The words advantage and disadvantage have very
presented with a choice: He/she can attain their goal specific effects on your rolls. When you roll with
but at a usually unpleasant cost, or else opt to fail to get advantage, you add 1 to the result, to a maximum of 6.
what they want, and avoid the unpleasant cost. The When you roll with disadvantage, you subtract 1 from
ultimate objective of Success with Consequences is to the result, to a minimum of 1.
game progresses.
Character Attributes
Player characters (PCs) are defined by three primary
attributes: Body, Mind, and Spirit. These govern the
Character Stats
secondary attributes as follows: Stats are derived attributes, meaning, their score are
calculated from the scores of one or more Primary or
Body Mind Spirit
Secondary Attributes. There are four character stats:
Constitution Intelligence Will Charisma, Wound, Grit, and Morale.
Strength Knowledge Spellcasting
Stamina Perception Faith Charisma is the average of Intelligence and Will.
Accuracy Unlike in other games, the ability to influence others is
Coordination not a standalone attribute.
Quickness
Wound is a character's ability to cause physical damage
Table 2: Secondary Attributes
to someone or something. It is equal to Strength +
Players are given 5 points to distribute among the three Stamina.
primary attributes, where no attribute can have zero
Grit is a character's ability to endure physical pain and
points. These points then determine the starting scores
suffering before losing consciousness. It is the sum of
for the secondary attributes.
Constitution and Will.
Point Distribution Morale is a character's willingness to stand firm and
continue in the face of fear, pain, or mind-shredding
Given that there are only 5 points to spread-out among horror. It is equal to Will + Intelligence or Faith,
three Primary Attributes, it should be obvious that there whichever is larger.
are only two point groupings possible: 311 and 221.
The first grouping is good for creating a super-
specialized character right out of the gate, while latter Character Skills
grouping allows for a character with more balanced
attributes. Skills are the backbone of BlackThorne. Nearly
everything you would like to do is dependent on a skill.
Regardless of which point grouping you decide upon,
the Secondary Attributes inherit the points of the There are three general classes of skill: Common,
Primary Attributes in the following manner: Combat, and Specialist. Common skills are things that
anyone in the world of BlackThorne can do: things like
A primary attribute equal to 3 allows you to set climbing, swimming, riding, etc. Combat skills are all
one secondary attribute at 3, another one at 2, about fighting, of course, and Specialist skills are those
and the rest at 1. things that only someone with special training of some
sort would know anything about.
A primary attribute equal to 2 allows you to set
three secondary attributes at 2, and the rest at 1. Each skill is governed by either an Attribute or a Stat,
and many of them inherit their governing attribute or
A primary attribute equal to 1 will set all stat score at the start of the game. The exceptions to this
secondary attributes beneath it to 1. are many of the Combat and Specialist skills: Each
player may open 3 Combat Knowledge skills and 3
Don't worry if the point distribution looks low; Specialist skills to the level of their governing
character improvement is at the heart of BlackThorne, attributes. The rest will have to be learned and
and there are only a very few things about your improved upon over the course of the game.
character that cannot be improved somehow as the

Swim (Stamina) Climb (Strength) Ride (Coordination) Haggle (Charisma)


First Aid (Intelligence) Tinker (Coordination) Persuade (Charisma) Intimidate (Charisma)
Sneak (Coordination) Conceal (Quickness) Local (Knowledge) Nature (Knowledge)
Geography (Knowledge) Nobility (Knowledge) Religion (Knowledge) Lore (Knowledge)
Table 3: Common Skills

Melee Attack Shoot (Accuracy) Throw (Accuracy) Grapple (Strength)


(Coordination)
Block (Strength) Parry (Coordination) Dodge (Quickness)
Dagger (Knowledge) Short Blades (Knowledge) Long Blades (Knowledge) Dueling Blades
(Knowledge)
Bludgeons (Knowledge) Whips & Flails Polearms (Knowledge) Bows (Knowledge)
(Knowledge)
Crossbows (Knowledge) Firearms (Knowledge) Exotic Weapons Unarmed/Improvised
(Knowledge) (Knowledge)
Table 4: Combat Skills
Woodworking Smithing (Strength) Armoring (Intelligence) Performing (Charisma)
(Coordination)
Survival (Intelligence) Alchemy (Intelligence) Medicine (Intelligence) Surgery (Accuracy)
Animal Handling Acrobatics (Coordination) Disguise (Intelligence) Sleight of Hand (Accuracy)
(Intelligence)
Navigation (Intelligence) History (Knowledge) Occult (Knowledge) Appraisal (Knowledge)
History (Knowledge) Engineering (Knowledge) Architecture (Knowledge) Dungeoneering
(Knowledge)
Table 5: Specialist Skills

Social Skills
Social skills are used by the Social Conflict module
(more on that later), and are derived from Charisma and
the Persuade and Intimidate skills. Simply add their Table 6: Social Skills
ratings together, and that is the total number of points
that a player can assign to the skills listed below.

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