The D100 system is a hybrid partial-success multiple-success system that provides the ease of conflict resolution inherent in a multiple-success system combined with the convenience of not having to roll large numbers of dice. The primary difference between TGS and, for example, d20 is the way actions are resolved. A single die roll determines not only whether or not you succeed, but also how well you succeed. For example with a single d100 roll determines both whether or not your attack hit and how much damage it does. The resulting mechanic is similar to the way a multiple success system works, with opposed checks going to whoever gets the most successes. However, you don't need a large handful of dice; 2d10 is all you ever need.
What is the Core Mechanic?
Because the Talarius Gaming System is a d100 style of system it requires you to roll beneath a specific score that is based on a character's attributes, or skills. Character Attributes and Skill: All characters have Attributes which can range from 01 to over 100 and gain Skills with scores from 01 to over 100. Your goal is to roll as low as you can. The lower the roll the better you have performed the skill or used your attribute. Determining Success or Failure: In order to succeed in a skill check or attribute check you need to roll equal to or less than your score. Roll a d100 (2d10) and roll as low as you can. With the Talarius system, not only do you check to see if succeed but how well you did. The lower the roll the more Successes see you have (for each “10” below your score you achieve in your check you gain 1 success) and the better you’ve done. You may need multiple Successes to accomplish more difficult tasks or checks. For these you’ll need a number of successes equal to or greater than the Target Successes(TS). For example, you are attempting to open a lock without the key using your Open Locks skill at a score of 75. For easy locks the GM may only need you to roll under your score. For more difficult locks, the GM may either need you to get a certain TS The lock may be a TS 2. In this example, you would need to roll a 55 or less to pick the lock. Target Successes: The more successes required for a check the more difficult it is. This could range from 1 success to as many as 20, or more. You must obtain # of successes by rolling beneath your Skill or Attribute. This is written as TS #. So a TS 2, means you will need 2 successes to be successful. This is the default way checks are referred to. Modified Skill Score: Circumstances, spells, items and even magic items may apply a modifier to your score, either permanently or temporary causing it to lower or raise. As long as you roll beneath the modified score you succeed at the task. For example, you have a potion that grants you a temporary bonus to your Strength. This potions grants a +20 bonus to your Strength. You imbibe the potion prior to attempting to lift a big rock, and your Strength increases from 75 to 95. You would then make a Strength check against this new temporary score to lift the heavy rock. How to Determine Successes: You get 1 success for rolling under or equal to your score, and an additional 1 success for every 10 points below your score. For example, you need a TS3 to climb a wall and you have the skill Climbing at 63. The GM gives you a +10 modifier for using a rope, so the final score for the check is 63+10=73. You roll 2d10 and get 42. This gives 4 successes: +1 for rolling below 73 +1 for below 63 +1 for below 53 +1 for below 43. The character has achieved 4 successes, and can scale the wall without much difficulty, since the TS was only 3 . You can also determine the number of successes in other ways as well. Use whatever works best for you.
How do Critical hits or Fumbles work?
Critical Rolls Anytime that you roll a 01-05 you have scored a Critical and may roll for additional success by rolling another d10. Each number is considered an additional success, if you roll a 0 or 10 on this the dice “explodes” and you are allowed another roll.
Fumbled Rolls Typically, rolling 96 to 00 means that you have fumbled your roll and will suffer an fumble effect.
What is the "Action economy" like?
Combat turns are 15 seconds long. And every one gets a chance to act. During a characters initiative they are able to perform 6 actions: • Basic Actions - A very short, easy action that does not require any excessive motion or requires a skill check. Often includes, dropping an item, speaking, looking, and sometimes activating an ability. You are allowed two basic actions per turn. • Simple Action - A more complex action than basic actions, simple actions allow characters to activate more complex abilities, cast some minor spells, drink a potion, search a backpack, ready a shield, crouch, and other similar actions that would not be considered a Full Action. You have 1 Simple Action per Turn. • Move Action - A type of action that a character can perform during a combat turn. Total movement is equal to a number of feet that a character may move, when walking, jogging, running, and sprinting. You may use 1 Move Action per turn. • Full Action - The “Standard” action that a character can make in their turn. These are large actions such as attacking, casting spells, using skills, etc. You have 1 Full Action per turn. • Full Turn Action - This is an action that takes up the entire turn of a PC or foe in which they will not be able to move, or perform standard or basic actions while they perform this action.
In addition you may sacrifice a higher action for an additional lower action should you need it.
HOw Does Combat work?
Combat is relatively straight forward, but it does require a few steps. The whole system is an active defense system where defenders are given a chance to defeat an attackers attack either partially, fully or completely fail. It all boils down to determining total number of successes that a character achieves. The following are the rules as they are written, but can be modified to fit play style. When it is a character's turn they may attack with a Melee, Missile, or Magical attack. The Attacker must roll beneath their Attack Score and determine total number of successes they achieved. The Defender then must roll beneath their Defense Score and determine total number of successes they achieved. If the Attacker has more successes than the Defender then they have hit and apply damage to the target by multiplying their total number of successes by the Base Damage of the weapon or attack they are using. If the Defender has more successes than the Attacker then they have completely defeated the attack. Because the system is an active defense system, any successes that a Defender gains against the Attacker, are subtracted from the Total Successes that the Attacker achieved. Example: GM: Okay, Nancy. What are you doing? The Brigands will advance to close up to 20’. Nancy: Like I said, I was setting my imperial club to swing at any one of them when they get within my Strike Range. Since I see that they are moving I will wait until they get real close and swing at the lead. GM: Okay, they move quickly. There are three within 5’ of you. Nancy: I let swing. Nancy attempts to strike at the closest brigand. Her Weaponcraft Skill is 56. The Troll is wielding a Large weapon. She rolls a 33. Counting up from 33: 33,43,53. She has 3 Successes.
Nancy: Right on! That’s 3 Successes. Defend against that.
The GM attempts to defend against the attack. His Defense Skill is 45 and rolls a 27 for only 2 successes.
GM: He has 2 successes against you, dropping your total Successes to 1. How much damage did you do? Nancy: The imperial club base damage is 9. I got 1 success so that is only 9 points of damage. I now add in my Strength Bonus after the base determination so that is +7 for a total of 16 points.