Quick and Dirty Mechanics for the Planar Gaming System

Page Map
    Rounds
    Dimensions and Traits
    Rolling Dice
        The Roll/Keep Mechanic and Notation
        Open-Ended Dice
    Using Skills
    The Two Types of Rolls
        The Simple Roll
        The Contested Roll
    Raises
    Rolling Complications
        Extended Actions
        Combined Actions
        Duelling Competitions

The following is a very simple summary of the basic mechanics of the system.  More detailed rules will be presented in the Book of Energy.  These should be enough to get you through most common situations, and also explain a bit of what is on the character sheet.  But before we get any further, here is the core rule of the game, the only one that can never be ignored.

The Golden Rule: There will be times when rules slow the game or produce undesirable results.  So long as everyone involved in the game, player and GM alike have fun, no rule has been broken.

Interpret as strictly or liberally as desired.

And now, on to the good stuff


Rounds

Under normal circumstances, time is divided up in the means typically used.  In other words, time is measured in minutes, hours, days, or years as convenient.  Keep in mind, though, that these lengths may vary from world to world and plane to plane.  Still, they are nice guides.  If it ever becomes important, the single multiversally established unit of time is the second, which Guvner scholars have defined as a disgustingly large number of vibrations of a molecule that nobody besides the Guvners can ever observe anyway, and happens to work out to 1/43200 the length of time from Peak to Antipeak in Sigil (which is thought to be constant).  In any event, assume that all references to a "second" are a standard earth second, a "minute" is 60 of those, and an hour is 3600 seconds.  Anything larger than that should be based on local time.  Thus, a spell that lasts one year lasts for 2.5 time as long if cast on Mars as it would if cast on Earth.

In combat, however, a single time standard is used, as it is in most games.  This unit is called a round, and lasts approximately 5 seconds.  Thus, there are 12 rounds in one minute.  This is typically enough time to take one action, although more may be taken at a penalty.

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Dimensions and Traits

Traits are used as the basic system of comparison between characters.  For example, a character with a Strength of 3 is stronger than a person with a Strength of 2, but not as strong as a person with a Strength of 5.  All traits are ranked from 0 (the complete absence of a trait, for example a brainless zombie with Intelligence 0) to an indeterminate upper limit.  Humans typically range from 1 to 5, with 3 being human average.  There is no absolute upper limit to the scale, although the highest rating ever achieved by a human is a 10, and that is only done shortly be Ascension to divinity.

Traits are divided into six categories, fitting the philosophical map of existence.  These groups have been named Dimensions due to a correspondence between them and the Multiversal Matrix Theory.  Other groupings are possible, and do occur with some regularity outside the traditional scholars (religions, for example, split traits by Divine Domains).  The six traditional Dimensions are listed below, followed by their associated traits.

TIME: Stamina and Intuition
SPACE: Coordination and Perception
MATTER: Health and Willpower
ENERGY: Strength and Presence
MIND: Balance and Intelligence
SOUL: No associated Traits

The rating of a Dimension is always equal to the lower of the two traits associated with it.

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Rolling Dice

Most game systems use some sort of random number generation to determine the outcomes of various types of actions.  The Planar Gaming System is no different.  This system, like its primary influence (L5R), uses only ten-sided dice (abbreviated d10's) for actual play.  You can need anywhere from 5 to 15 dice for the game, but on average 10 will be adequate.  All gaming stores sell these dice (fortunately this system does not revolve around an obscure die, like a d30), and most veteran gamers (especially of White Wolf and L5R games) will have many of these lying around anyway.  No special types of d10's are preferred; anything numbered 1-10 with an even chance of all numbers coming up is acceptable.

In addition to the d10's needed for play, you will need 3 six-sided dice (d6's) for character creation.  These are also readily available, and almost any household will have them scattered in various games (Monopoly, Yahtzee, etc.)

There are two major issues that must be addressed about rolling the d10's in play.  These are the Roll/Keep Mechanic and the concept of Open-Ended Tens.

The Roll/Keep Mechanic and Notation
Throughout this system, you will often see the words "Roll" and "Keep."  Whenever performing an action, you will roll a number of dice, but will usually keep a smaller number of them.  The dice kept are added up and become your total for the roll, while the dice dropped (those rolled but not kept) are not included in your total.  When you roll a group of dice, you will typically want to keep the ones that roll high, and use these as your total (although you may choose to keep any combination of the rolled dice that you wish).

Ex. Joel is rolling 5 dice, keeping three.  Thus, he will roll five dice, and then pick three to be added up to form his total.  If he rolls and gets 10,10,9,7,7, he will probably want to keep the two 10's and the 9, giving a total roll of 29 (but see the next section).  If, however, he were being forced to take an action that Joel didn't really want to succeed at, he could choose to keep the two 7's and the 9, for a total of 23.

The roll/keep notation is as follows:

    1. When a roll is listed as "A"+"B", this implicitly means roll a number of dice equal to (A+B), keep a number equal to A.
    2. AkB means roll (A dice), keeping (B dice).
        NOTE: A must always be Greater Than or Equal to B.
    3. a) (AkB)+(CkD) = (A+C)k(B+D) (i.e. 3k2 + 1k1 = 4k3)
        b) (AkB)-(CkD) = (A-C)k(B-D) (i.e. 3k2 - 1k1 = 2k1)
    4. a) Roll "x" extra dice is written +(x)k0. (i.e. 3k2, roll 2 extra dice is 3k2 + 2k0 = 5k2)
        b) Roll "x" less dice is written -(x)k0.  (i.e. 3k2, roll 1 less die is 3k2 - 1k0 = 2k2)
    5. a) Keep "x" extra dice is written +0k(x). (i.e. 3k2, keep 2 extra dice is 3k2 + 0k2 = 3k4, becomes 3k3 by rule 2)
        b) Keep "x" less dice is written -0k(x) (i.e. 3k2, keep 1 less die is 3k2 - 0k1 = 3k1)

Open-Ended Dice
Whenever a ten (or 0, depending on the numbering scheme used) is rolled, the die open ends.  This means that the die is rerolled, and the new value is added to the ten just rolled.  If the new roll is also a ten, then ten is added to the previous ten (for a total of 20) and the die is rerolled again.  This may be repeated as long as tens are rolled.  Thus, the total possible roll on any single die is infinite, although values greater than 30 are very improbable.

Ex.  Lets look at Joel's roll above; 10,10,9,7,7.  We know he will keep the two tens and the 9.  But the two tens open end, so we reroll them, getting 5,6.  So, in actuality, his kept dice are 16,15,9, for a total roll of 40!  If Joel could only keep 1 die, he could still open end the two tens before choosing which die to keep.

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Using Skills

Whenever a character uses a skill, the GM decides what Trait goes best with that skill in the situation.  For example, if a character were swinging a Broadsword in an attack, the GM would probably judge the appropriate Trait to be Coordination.  If, however, the player were analyzing the quality of the Broadsword, the GM might rule Perception as the appropriate Trait.  This Trait then becomes what is called the Skill Base.  When using the skill, the player would roll Skill Base + Skill Rating.  In other words, the roll would be (Skill Base + Skill)k(Skill Base).

NOTE: There is no special rule that requires the Skill Base to be a Trait.  At times, other character aspects such as School Rank, rating in a Dimension, or rating in a Passion may be used as Skill Bases.  This is perfectly acceptable, and in some cases even encouraged.

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The Two Types of Rolls

As in L5R, there are two basic types of rolls in the Planar Gaming System.  These are the Simple Roll, in which the player is rolling to try to exceed a Target Number (TN) set by the GM, and the Contested Roll, in which two characters try to outroll each other. These are described below.

The Simple Roll

Step One: The GM assigns a Target Number to a Task, based on the TN Scale Below

The Target Number Chart
Difficulty of Task Target Number
Mundane 7 or Automatic
Easy 14
Average (Default TN) 21
Hard 28
Very Hard 35
Heroic 42
Never Done Before 49
Never Done Again 56

Step Two: Roll a number of Dice determined by the combination of your Skill Base and your Skill Rating (see Using Skills above).  Add up the total of this roll.

Step Three: Compare the Total generated by the roll with the TN using the table below.

Action Resolution Chart
Roll is... Result
Less than or equal to TN/7 Botch (Critical Failure)*
Less than the TN Failure
Equal to the TN Marginal Success*
Greater than the TN Success
Greater than the TN + 21 Critical Success
* Denotes that these affects are optional and may be ignored if desired.

The Contested Roll

Step One: The GM will declare what Skills/Skill Bases each player will use in the roll.

Step Two: The GM decides on the Success Margin to use.  This is the number by which one of the contestants must exceed the other's score to win.  These are typically in increments of 5, depending on how likely the GM thinks it is for two evenly matched contestants to experience a draw.  See the table below:

Success Margin Effects Table (Based on 4k3 roll)
 
Success Margin Likelihood of a Draw
5 30%
10 35%
15 45%
20 49%

Step Three: Compare the results of the rolls as follows:

If one player rolls higher than the other, and beats the other's roll by at least the Success Margin, that player is the winner.
If neither player met the above condition, neither player wins, and the contest may continue for another round if desired.

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Raises

There will often arise cases where the TN set by the GM for a specific action is low enough that the player will feel he has no difficulty making it.  In this case, the player may choose to raise his target number by a factor of 7 or more.  Why would any player in their right mind do this?  Well, a number of spectacular effects can be achieved by using raises, anything from called shots to a specific body part to learning more from an investigation role.

When a player declares a raise, his target number for success increases by seven.  A player may only declare a number of raises equal to the Dimension of the Trait that applies to the action he is performing.  Thus a character who is raising on an attack who has an Agility of 4, but a Perception of 2 may only raise twice because his Space Dimension is only two.

The effects that raises can have on an action are diverse.  On actions such as interrogation, intimidation, or research, raises can allow greater success, shorter time requirements, or more relevant information gathered.  On spells, durations or damage can be increased, casting times decreased, or necessary components eliminated.  In combat, raises can be used to cause greater damage, hit a specific point on a target, or many other variations.

There are also a few circumstances where a character may be given a free raise on an action.  A free raise means that a character gains the benefit of one raise without actually having the target number increased by one step.  Circumstances where free raises may be granted include when a character is performing an action he has been doing his whole life, attacking an opponent from behind, or on exceptional attack roles.  Free raises do not count against the total number of raises that can be taken on a given action.

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Rolling Complications

There are several additions that can be made to the basic rolling schemes described above.  These can be used to represent several conditions, for example intense competitions, or actions that stretch over several rounds.  Three "complications" are described below: Extended Actions, Combined Actions, and Duelling Competitions.

Extended Actions
These rules are used to simulate actions that will require several repeated skill rolls, or a combination of several different skill rolls.  For example, if the GM determines that three seperate skills are applicable to a situation, he might call for the whole action as an extended action, with seperate rolls for each skill.  In effect, an Extended Action involves rolling each called roll seperately against its own Traget Number.  Determine how much the roll suceeded or failed by and then sum these up.  This number is compared to an Extended Target Number set by the GM.  When you have acquired enough success to meet this number, you suceed in you action.

Extended Action Procedure:

Ex.  Mooky is imprisoned and is attempting to seduce the guard into releasing her.  The GM rules that she will not suceed in one action, so he calls for an Extended Action.  Mooky may roll her seduction vs. the guards willpower once per hour and when she accumulates 15 points of success, she will have swayed the guard.  For the contested roll, the GM calls for a 10 point Success Margin, due to species differences (4 ft. squirrel seducing human male).

Mooky's Roll             Guard's Roll            Tally
42                              18                           +24-10 for Success Margin = +14
14                              15                           +0 (within Success Margin, so no effect)
27                               28                          -1 (current total is +13)
20                               9                            +12 - 10 = +2  (current total is +15, just enough to suceed)

Combined Actions
These rules are used when multiple people attempt a single task and try to help each other (with all the benefits and problems this entails...)  Fortuantely, these rules are rather simple.  First, the group taking the action must choose a leader (who is usually the one with the highest Skill Base for the action).  Then, the leader rolls the sum of the skills in the group (or his Trait, +1 per person helping if it is a Trait Roll), keeping his Skill Base as usual.  The catch is that for each person over the leader's skill (or Trait in a Trait Roll), one die is subtracted from the total dice rolled (Law of Diminishing Returns).

Rules Summary:

Ex.  Mircelle, Ronin, and Gen Mai are attempting to lift a boulder, with a TN set by the GM at 42.  Gen Mai, with a Strength of 4, is designated the leader.  She will roll (4 + 1/extra person)k4 = 6k4.  The group may only Raise 3 times (limited by the lowest Energy in the Party, 3) and together may only spend one Soul point on the roll.

Dueling Competitions
These rules are designed to be used in place of the Contested Roll rules presented above.  These rules are only really useful in circumstances where the suspence of the contest is paramount.  They are named "Duelling" Competitions because they generalize the L5R Iaijutsu Duel mechanic to any suspenseful contest.  The procedure is described below.

Step One: The GM declares what Skills and Traits both contestants will use.  There is no Success Margin in Duelling Competitions.

Step Two: The GM determines the base TN for each contestant as the Dimension his opponent is using for his action times seven.  The GM does not tell these TN's to the contestants, but keeps them written somewhere for convenience.

Step Three: The two contestants may now "size each other up."  Each may make a Simple Intuition + (Skill Opponent is Using) roll vs. TN=14 to learn one of the following: Opponent's Skill, Opponent's Trait, or Opponent's Soul.  The player rolling may take Raises to increase the number of items learned (1 extra per Raise, limited by the player's Time Dimension).  After this step, either contestant may concede defeat without shame (if such would be important to the character).

Step Four: Assuming the competition continues, the two competitors should choose who will Declare first.  This is done, first by Contested Intuition rolls (no Success Margin), then if needed by Contested Soul rolls.

Step Five: The contestant who Declares first has the choice to either Focus or Strike.  If he Focuses, his Tn is increased by 7 (noted by the GM, as the player still has no idea what he is rolling against), and control is passed to the opponent.
After the first contestant Focuses, the opponent has the option to either Focus or Strike.  This Focusing may continue for as long as the Focusing contestant does not focus more times than his associated Dimension.
When one contestant calls a "Strike," his opponent rolls against his TN.  Then, the contestant who called strike rolls against his TN.  Compare the results as follows

Ex.  Our two great cooperative party members, Gen Mai (a priest) and Ronin (an Athar) decide to have a serious debate about their respective philosophies.  Because of the sheer level of opposition, the two agree to settle the disagreement by a Duelling Competition.  Here is how it goes, step by step.

Step One: The GM decides that Gen Mai will roll her Intelligence + Theology, and Ronin will roll his Intelligence + Philosophy.  It is also decided that Ronin will get a +1 die circumstance bonus for being an Athar dueling with a Priest.

Step Two:

Step Three: Neither character has the skill the other is using, so both will be rolling straight Intuition. Step Four: Ronin rolls an 11 for his Contested Intuition roll.  Gen Mai rolls a 9.  Ronin will Declare first.

Step Five:

Thus, Gen Mai is the winner.

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