The idea behind the new roll system is to get away from straight numerical bonuses because RTD doesn't handle large bonuses well. So instead of just rolling a d6 and then adding +1's until you can't fail (or always overshoot) we're gonna change it so that +1's don't effect the actual numerical outcome of the dice, just the “Level” of success and failure that comes from it. A lot of it is gonna be somewhat subjective, but it already was in a lot of ways so it shouldn't be that different. Lets break it down a bit
-2 Disaster
This character is so bad with this skill that it's like they have some sort of curse. 1 is basically an automatic death, maybe permanently. 6 will kill people around you. Anything other then a 5 will fail to some degree, and even 5's will usually have you complete the action in an unorthodox and perhaps not great manner.
-1: Hazard
This is one level below Complete Novice. This is someone who thinks they know what they're doing, but is actually dangerously, often fatally, mistaken. 1's will be reality bending disastrous, 6's will be monkey's paws in which the thing gets done, but I as the GM take near fetishistic pleasure in twisting your desires toward some horrible end. Other rolls will generally be varying levels of failure and minor success, with 5's being succeeding through dumb luck.
+0: Complete Novice
This is someone who has no idea what they're doing, but at least they realize they have no idea what they're doing. They can only guess their way through things, but their unbiased ignorance will cause less problems.
+1: Experienced
This is someone who has some knowledge of what they're doing. They're not an expert or anything, but they know the ins and outs of standard actions and can get by fairly well in normal circumstances. Most people could be considered “Experienced” when it comes to driving a car: They probably know a bit about how it works, and can operate it effectively under normal conditions basically without fail. This is when rolls start getting a bit more situational: Standard un-stressed stuff will still get a roll, but 1's will basically act like 2's and 6's like 5's. In other words un-stressed rolls will usually succeed to some degree. Stressed things will be much the same as a novice's rolls, but with somewhat lessened consequences for 1's and 6's.
+2: Professional
This is someone who knows what they're doing even in stressful or novel situations. A well trained soldier would usually be considered a professional with their weapon. In unstressful and known situations, professionals will always succeed. Rolls will still be used, they'll just be used to see the level of success. In other cases, unfamiliar circumstances or stressful situations, it will be rolls as usual, but for the most part 1's and 6's won't be considered much more then just straight failures or successes with no consequences. The only time there might be consequences is when extenuating circumstances (Bad equipment, for instance) give a good reason for it.
+3: Specialist
Someone who is beyond a professional. Someone who is a specialist is highly trained with whatever they're doing. They're much like the professional, with the same auto succeeds, but they are also simply better at their actions. At this point, every roll except 1 is a success, with 5-6's being better then 4-3-2, but still. At least in most circumstances. Again, it becomes situational; A Con specialist should be able to accurately hit stationary targets very reliably. However, if you throw him onto a moving truck and tell him to snipe a guy moving perpendicular to him on a train car, the success rate starts getting lower. Basically, this is success baring extenuating circumstances.
+4 and on: Master
Remember pai mei from Kill bill? Yeah, like that. You basically always roll 5's in the majority of circumstances. Things need to be actively restricting you in order to make failure a chance.
Leveling up:You get 5 points for skills and another 5 for stats the end of a mission. Level from 0 to 1 takes 5 points. 1 to 2 takes 10, 2 to 3 15, and 3 to 4, 20. To get to 4, in other words, you'd need to 50 points, or 10 missions worth. Mastering something ain't easy. Also, conversely, getting from -1 to 0 takes 5, and -2 to -1 takes 10, etc.
Creating a character:Here's how this works, everyone starts with a zero in all stats and skills. You can choose to stay like that if you want, or you can change the character by adding bonuses and negatives. To add +1 to a stat or skill, you need to take a -1 in another stat or skill. To add an additional +1, you need to take two -1's from stats or skills. You can raise the same skill or stat multiple times, but the negatives increase this way each time. In other words, for me to raise, say, con to +3, I need to distribute -6 across the other skills. In other words, if you're gonna be really good at 1 thing, you're gonna be really shit at basically everything else. By the way, you have to keep skills and stats separate in this, ie you can't do +1 Con and -1 Dex.
Other Major Changes:There are no more range modifiers because I never used them anyways
Addition of “Fate” stat and "General Knowledge" skill
Removal of Charged bonuses: Only way to get them now is through the use of battle stims
Removed “Starting Classes”, because they were balanced terribly.
Various stat requirements are (going to be) changed to reflect the new system; with some requirements now being non-stat related. Ie, you might have to have exoskeleton or higher strength.
Example Character Sheet
Bob McStabbins
Strength:+1
Dexterity:+1
Endurance:0
Charisma:-1
Intelligence:-1
Willpower:-1
Fate:0
Intuition:0
Handiwork:-1
Conventional Weapons:0
Unconventional Weapons:+2
Exotic weapons:0
Auxiliary Systems:-1
Medical Tech:-1
General Knowledge:0
For those of you respecing characters, do it like this1.Create the basic character
2.Count up the number of missions you were on.
3. Multiply the number of missions you were on by 5. Thats the amount of points you have for stats and skills.
4. If you don't put enough points into a stat to level it, but the number of points in there next to the stat in parenthesis. Like "Strength:+1 (6)". This won't help you, but it will let us keep track of thing.
5.Removed Speech
Any questions, concerns or character respecs should be put here. (Note, any of this might change depending on feedback)
Edit: There was some confusion as to how stating a starting character works.
Ok, if you want to add +1 to a stat or skill, you need to also add -1 to another stat or skill. If you want to add +2 (be it +2 to a single stat or +1 to two different stats) you need to add -3 to other stats or skills (-1 from before, plus -2). If you want to add +3, then it becomes -6 (-1 + -2 + -3) Basically, for each additional bonus point you add, you have to add the next number up of negative points. This means that characters with higher starting stats and skills will also have lower stating stats and skills in other places. Those of you who want to be very focused will thus be very weak in other areas.
Stats/skills can go to -2 only. And there is a +2 cap for new characters.
There is no deadline as of yet for respec-ing. Take your time and ask questions. But those of you restating, please post your "starting character" ie the basic character you're gonna make to build off of, then the end product once you've added all the stats. You should probably make it very clear where all the points go just so we make sure everything is right.
LOOK AT THIS THINGhttp://parisbre56-phpexperiment.rhcloud.com/character_creation.htmlUse it. it is how things work now. Apparently.