Tri-Stat dX is the ideal game for running any adventure you can imagine — any use with Tri-Stat dX, along with the most commonly associated game dice. as PDFs — but it is very difficult to be profitable unless you are familiar with the. Tri-Stat dX: Core System Role-Playing Game - Widely regarded as one of the PDF. $ 1 2 3 4 5. Average Rating (63 ratings). Widely regarded as one of. Tri-Stat dX is a generic role-playing game system developed and published by Guardians of .. Print/export. Create a book · Download as PDF · Printable version.
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This is distinct from the Open Game License, which allows any party to produce works composed of or derivative from designated Open Game Content. The d20 System is a derivative of the third edition Dragons game system; the three primary designers behind the d20 System were Monte Cook and Skip Williams.
Many give Tweet the bulk of the credit for the basic resolution mechanic, citing similarities to the system behind his game Ars Magica. Tweet, stated "The other designers had a core mechanic similar to the current one when I joined the design team". To resolve an action in the d20 System, a player rolls a sided die and adds modifiers based on the natural aptitude of the character and how skilled the character is in various fields, as well as other, situational modifiers.
If the result is greater than or equal to a target number the action succeeds; this is called the Core Mechanic. The d20 System is not presented as a universal system in any of its publications or free distributions, unlike games like GURPS.
Tri-Stat dX Character Sheet
Rather, the core system has been presented in a variety of formats that have been adapted by various publishers to specific settings and genres, much like the Basic Role-Playing system common to early games by veteran RPG publisher Chaosium ; the rules for the d20 System are defined in the System Reference Document or SRD, which may be copied or sold.
Information from these books not in the SRD include detailed descriptions, flavor-text, material Wizards of the Coast considers Product Identity. Unlike the OGL, the d20 License was written so that it could be cancelled at some point in the future. There was a boom in the RPG industry caused by the d20 license, with numerous companies producing their own d20 supplements. Some companies used the d20 system to try to boost the sales of their own proprietary systems, including Atlas Games and Chaosium, while many more publishers produced d20 content, including older companies such as Alderac Entertainment, Fantasy Flight Games , White Wolf , new companies like Goodman Games , Green Ronin , Mongoose Publishing , Troll Lord Games.
Wizards began using their new d20 system for more than just fantasy games, including the Star Wars Roleplaying Game and Dice Dice are small throwable objects that can rest in multiple positions, used for generating random numbers. Dice are suitable as gambling devices for games like craps and are used in non-gambling tabletop games. A traditional die is a cube, with each of its six faces showing a different number of dots from one to six; when thrown or rolled, the die comes to rest showing on its upper surface a random integer from one to six, each value being likely.
A variety of similar devices are described as dice, they may be used to produce results other than one through six.
Loaded and crooked dice are designed to favor some results over others for purposes of cheating or amusement. A dice tray, a tray used to contain thrown dice, is sometimes used for gambling or board games, in particular to allow dice throws which do not interfere with other game pieces. Dice have been used since before recorded history, it is uncertain where they originated; the oldest known dice were excavated as part of a backgammon-like game set at the Burnt City , an archeological site in south-eastern Iran , estimated to be from between — BC.
Other excavations from ancient tombs in the Indus Valley civilization indicate a South Asian origin. The Egyptian game of Senet was played with dice.
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Senet was played before BC and up to the 2nd century AD, it was a racing game, but there is no scholarly consensus on the rules of Senet. Dicing is mentioned as an Indian game in the Rigveda and the early Buddhist games list. There are several biblical references to "casting lots", as in Psalm 22, indicating that dicing was commonplace when the psalm was composed, it is theorized that dice developed from the practice of fortunetelling with the talus of hoofed animals, colloquially known as " knucklebones ", but knucklebones is not the oldest divination technique that incorporates randomness.
Knucklebones was a game of skill played by children. Although gambling was illegal, many Romans were passionate gamblers who enjoyed dicing, known as aleam ludere.
Dicing was a popular pastime of emperors. Letters by Augustus to Tacitus and his daughter recount his hobby of dicing. There were two sizes of Roman dice.
Tali were large dice inscribed with one, three and six on four sides. Tesserae were smaller dice with sides numbered from one to six. Dominoes and playing cards originated in China as developments from dice; the transition from dice to playing cards occurred in China around the Tang dynasty, coincides with the technological transition from rolls of manuscripts to block printed books.
In Japan , dice were used to play a popular game called sugoroku. There are two types of sugoroku. Ban-sugoroku is similar to backgammon and dates to the Heian period , while e-sugoroku is a racing game. Dice are thrown onto a surface either from a container designed for this; the face of the die, uppermost when it comes to rest provides the value of the throw.
One typical dice game today is craps, where two dice are thrown and wagers are made on the total value of the two dice.
Dice are used to randomize moves in board games by deciding the distance through which a piece will move along the board. The result of a die roll is determined by the way it is thrown, according to the laws of classical mechanics.
Certain Attributes can give characters more or fewer Skill Points as they choose. A character's level in a Skill determines how well they are at performing it. At Skill level 1 they are "well trained", and at 10 they are "heavenly masters" of it. The Skill Point cost of a Skill depends on the particular Skill and the campaign setting it is being used in.
Unlike many other games, skill cost is not based on its real world difficulty to learn.
Instead, skill cost is based on its utility in a given setting. More useful skills cost more. Thus, in a mystery setting, investigative skills would be very expensive, while in a medieval martial arts setting those same investigative skills would be cheap to acquire.
Skills are available with Specializations that subdivide a particular area of knowledge into specific Skills a character is adept at. For instance, if picking the Artisan Skill, a character could Specialize in "Woodworking" or "Plumbing" among others.
Specializations only cost one Skill Point to acquire no matter the setting. When using other kinds of firearms their effective Level is 1, but with a pistol it would be Level 2. Mechanics[ edit ] All die roll resolutions in Tri-Stat use two polyhedral dice of the same type. Depending on the Power Level of the campaign, these die types will be different. For "mundane" settings, 2d4 is used; for "heroic-action" settings 2d6 is used; for "post-human" settings 2d8 is used; for "superhero" games 2d10 or 2d12 can be used; and for "Godlike" settings, 2d20 is used.
The task resolution mechanic is similar to the method used in GURPS , where rolling lower than the target number is a success and rolling over it is a failure. Task resolutions[ edit ] Whenever a character needs to roll dice to see if they succeeded or failed at doing something, they must make a dice roll which randomly determines success or failure. Stat Checks are made when the GM feels a check of a character's innate ability is required rather than a specific Skill. Skill Checks are made when a particular area of the character's expertise is being challenged.
Contested Checks are made against the actions of another character, or non-player character NPC , that is challenging the character, and is rolled against what that opponent does. The Difficulty Modifier is added to the target number usually the player's relevant Stat score thus making rolling under the target number harder or easier. Modifier ranges depend on the type of die being used in the game.
In all cases, average difficulty is set at zero, or no modification.
When making a Stat Check, a player must roll a total, with two dice, that is less than or equal to the value of the character's Stat. For example, making a check to open a heavy door, a player must roll equal to or less than the numerical level of the character's Body Stat. If the roll was higher, the character has failed at the task. When making a Skill Check, the player selects the particular Skill being challenged and adds the Skill's numerical level as a bonus to the Stat it is tied to.
The player must roll less than or equal to the modified Stat Check to succeed the task. Like a Stat Check, a higher roll is a failure. Often a GM may decide a particular task requires at least one level in a specific Skill, otherwise the character cannot perform the task or must do so as an Unskilled Check, where depending on the general familiarity of the situation, the GM adds in or subtracts Modifiers for the action.
When directly challenged by another character or NPC, a player makes Stat and Skill checks as normal, but the results must be greater than the opposition's results to succeed.
GMs may levy Difficulty Modifiers for favorable or unfavorable circumstance as they see fit, if the particular challenger is at an advantage, or disadvantage during the contest. Combat scenes[ edit ] Time in Tri-Stat is measured in Rounds which represent about 5 seconds of real time.
Rounds are linked together in Scenes. A Scene changes when the specific events and places happen to change in the game. For example, a brawl Scene in a bar would change if the fight is moved out to the parking lot. During a Round, a character can take one of several kinds of Actions, such as Move, Attack, or Defend. Combat can be seen as a bunch of contested actions made against particular adversaries, however the character uses their Attack Combat Value as the number they must roll equal to, or less than, to score successful attacks against the opposition.
Their ACV can be modified by Combat Skills, like Gun Combat, and any Specializations with a particular weapon to score a better hit against the target. The higher roll "Gains Initiative" and allows the character to either take action first, or hold and wait to see what their opponent does.
Defenders of attacks roll their Defense Combat Value to see if they defend against an incoming attack. If they roll less than or equal to their DCV, they successfully defend against the attack whether or not the attacker succeeded his ACV or not.
A failed Defense roll means the attack got through and the target takes damage.
Resolving damage[ edit ] Characters can take damage from either suffering an injury or from an attack in combat. Each attack has a Maximum Damage Rating MDR , which is the total amount of damage points a particular weapon or accident situation can inflict upon the victim. When an attack makes it through a defense, the defender takes damage from the attack. Depending on the Power Level of the campaign, the damage is rolled with 2 dice and consulted on a Damage Percentage Table.
The attacker's Attack Combat Value is fully added to the resulting percentage of MDR to determine the total amount of damage inflicted upon the target.Follow Your Favorites! Critical Hits are inflicted whenever an attack die roll comes up as a 2. Contested Checks are made against the actions of another character, or non-player character NPC , that is challenging the character, and is rolled against what that opponent does.
It took seven. Dana Hernandez. Reviews Body is physical prowess, Mind is mental ability and Spirit is willpower. With them, characters can fly, cast spells, bend iron bars, etc.
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