![]() ![]() If negative modifiers lower the total below zero, the final result is always zero and cannot go any lower. Modifiers are added to the total of a die roll. The totals of die rolls are often influenced by modifiers. Unless specifically mentioned otherwise, all die rolls work this way. If every die rolled turns up “1”, the die roll is a Fumble and counts as an overall result of zero and no modifiers may change this value. If more than one “6” is rolled, each extra “6” adds one (1) to the total. Instead, the highest result is considered to be the outcome of the die roll. When two or more dice are rolled simultaneously, their results are not added together. The same die rolling convention is used for both the roleplaying and wargaming aspects of the rules, so this is not repeated in the respective rule sections. These are sometimes referred to as “1d6” in the rules, “2d6” for two dice, 3d6 for three, and so on. The Silhouette system uses everyday six-sided dice to add a random element to the game. The quickest way to accomplish this, in my experience, is through the use of concise bullet points.įor example, here’s a chunk of rules text from the second edition of Heavy Gear: ![]() ![]() Obviously, this requires that I both cut down the amount of space the rules take up and the amount of time it takes to read and understand those rules. But that’s actually the stuff I’m least likely to need cheat sheets for because it’s quickly memorized through repetition. Often I see cheat sheets that just cover the basic stuff that’s used all the time. My goal is to make the system cheat sheet comprehensive. And the cheat sheets themselves, of course, also make great references at the table for both you and the players. In a comment on my very old review of Fading Suns, Potato asked me to provide a rundown of how I put together my system cheat sheets for RPGs: “It sounds like a good way to get a grasp of the rules when learning/trying out a new system.” ![]()
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