House Rules

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Performing a Task

Core Mechanic

  • The player always rolls. The GM never rolls.
  • To perform a task, the player rolls a d20 and tries to meet or beat a target number. Target numbers are set by the difficulty of a task and is always 3x the difficulty. For example, if a task is difficulty 3, the target number is 9. The player must roll 9+ on a d20 in order to succeed.
  • Players rarely get bonuses to the roll itself. It is rare to modify the roll after it is rolled. Instead of adding to the roll the Cypher System changes the chances of succeeding at a task by modifying the difficulty.

Ways to Modify the Difficulty

  • If a character has a skill which is applicable to the task, the difficulty is reduced. This in turn reduces the target number. For example, reducing a difficulty 5 task to a difficulty 4 task reduces the target number from 15 to 12.
    • The difficulty is reduced by 1 if the player is trained in a skill.
    • The difficulty is reduced by 2 if the player is specialized in a skill.
  • If the character has an asset the difficulty is reduced by 1. Under most circumstances a maximum of 2 assets can be applied to a single task. Example assets include:
    • Light weapons are always considered an asset when rolling to hit because they are easier to wield.
    • Having appropriate tools (lockpicks, an alchemy set, crafting tools, rope, etc.) can be considered an asset.
    • Many abilities gained through Descriptors, Distinctions, Races, and Roles provide assets under certain circumstances.
  • A player can apply Effort to reduce the difficulty. To apply Effort, the player spends points from their appropriate Stat pool. It costs 3 points to apply 1 level of Effort and 2 points for each additional level of Effort.
    • There is a limit to how many levels of Effort a player can apply to a single task, as recorded on their character sheet.
    • Effort can also be spent to increase damage. One level of Effort increases damage done to an opponent by +3. Levels of Effort spent on damage count toward the total levels of Effort which can be spent on a single task.
    • Some abilities also require the spending of stat Pool points to activate. Effort costs extra beyond that point expenditure.

Intrusions, Bonuses, and Effects

  • A natural 1 on a roll always results in a free GM intrusion. A GM intrusion allows the GM to dictate a complication for the players. Normally, the GM must give the player a brownie point when making an intrusion but a 1 allows the GM to do so for free.
  • If a task is a damage-dealing attack it deals extra damage on a 17, 18, 19, or 20.
    • 17 +1 damage.
    • 18 +2 damage.
    • 19 +3 damage.
    • 20 +4 damage and any Stat pool points spent on the task are regained.
  • If the task is something other than a damage-dealing attack it achieves an effect on a roll of 19 or 20.
    • 19 Minor effect such as finishing a task faster, gaining an +1 to a roll on the next task involving a target, or extending the duration of an effect an extra round.
    • 20 Major effect such as gaining an advantage on the next task involving a target, doubling the duration of an effect, or impressing an opponent so much they lose their next turn.

Brownie Points vs. XP

Brownie Points

Rather than have a single XP pool which can be spent for rerolls and character advancement, we will have two pools.

  • Brownie points can be earned in game via nomination by players. When a player is nominated for a brownie point she receives two points. She keeps one and gives one point to another player she believes is deserving.
  • Brownie points can also be earned via GM intrusion. This is when the GM decides something should happen regardless of a player's skills or rolls. The player can accept the intrusion and gain a brownie point in the process or deny the intrusion by spending a brownie point.
  • Brownie points can be spent to reroll any roll with an additional asset.

XP

  • XP will be earned by accomplishing goals and tasks as a group and can be spent on character advancement.
  • At each tier, a player can spend 4 points to buy one of the following. Each type of advancement below can only be purchased once. When all four are purchased, the character advances to the next tier.
    • Increasing Stat Pools The character gains 4 points to add to existing stat Pools.
    • Increasing Edge The character gains 1 point to add to one of their Edges.
    • Increasing Effort The character's Effort is increased by 1.
    • Skills The character becomes trained in a non-combat skill. If already trained in the chosen skill the character becomes specialized.

Pathfinder House Rules

Pathfinder: Krystallos
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