Enjoy the show!Įdit: someone linked this in chat, Types of dice and symbolsĮdit 3: Saw questions in chat about initiative, added that too. I hope this helped understand what the rolls mean and what's happening in the game. Ties are broken by having more advantage symbols, if there is still a tie, it goes to the PCs. The players get the first two slots in the turn, and the NPC get's the 3rd. Example: JP gets 2 successes, Strippin gets 1, and the NPC gets 1. Initiative is pretty simple, everyone rolls against a stat (cool or vigilance depending on the situation), and then the GM ranks everyone by number of successes. It gives a failure (that can be balanced by a success) and can trigger strong negative effects like from threat, but worse. This is all very intuitive, and it seemed to make for a faster game. Fantasy Flight love to give you custom dice, and much of the mechanics revolve around rolling a number of dice against other opposing dice. This is, unsurprisingly, the opposite of triumph. Tag Archives: Age of Rebellion Avernos Gazette, Inspired in Japan. Think of the second bit as super advantage. The success of a triumph can be negated by a failure, but not the advantage portion. Triumph gives a success, AND can activate advantage abilities or other powerful modifiers that are better than just plain advantage. Threat cancels out advantage, and can make a failure worse, or reduce the effectiveness of a success (managing to hack open a door, but it breaks and can't be closed). Advantage can also make a failure not as bad (failing to slice a computer, but getting another attempt) but it will still always be a failure. Obviously you need more successes than failures to succeed an action.Īdvantage lets you get a better outcome on a success, or activate certain special things on a success. I took it upon myself to create this quick reference.Ī failure symbol (from the difficulty dice) cancels out 1 success each. Are you really, really confused right now? Me too.
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