The "Black Box" system is a tool that I (Greywolf) use from time to time when I feel that the "Dice o' Doom" are required to help determine the success or failure of an attempted action. It gives me a rough estimate of the general chance to succeed, as determined by rolling a twenty-sided die, and checking to see if the resultant value is equal to or below a desired target number. The base value may be determined by the PC's skill, and then modified by a number of factors determined by the GM. This is by no means a complete rules system -- it's just a half-formed set of charts that can be either used or ignored by a GM, as the situation warrants.
After all, sometimes, at the "dramatically appropriate moment", if the PC has come up with a really good plan, and has put his all into a critical action to save the day ... it would be a real drag if the GM comes back with, "Sorry, I rolled an 18 on the die. You fail." Furthermore, when routine things are being done where there's not normally any expected chance of failing, I may forego the rolling of dice for the sake of expedience.
1.0 Skill Test
The basic use of this system is to determine a chance of success, then roll a die
to figure out if the PC succeeds or fails. In some cases, how close the PC comes
to succeeding or failing may determine how well the PC succeeds or fails.
As a rule of thumb, if you miss the mark by a point or two, then you "almost made
it" ... If you were jumping across a small ravine, then perhaps you still land on
the other side, but you landed low, and now you're hanging onto the edge for dear
life, until you can scramble up. Missing by more could mean that you're nowhere
close.
On the flip side, sometimes it's best not to "almost make it". For
instance, if you're firing into close combat with a weapon, and you miss your
intended target, if you "almost hit", you may well hit another target instead.
If you're firing into a crowd of bad guys, this could be good -- You may not care
which particular baddie you hit, as long as you hit someone. If you're
firing at a bad guy who's right next to your buddy, you could end up hitting your
buddy instead. In a case like that, it'd have been better if you'd missed wide and
hit a wall instead. Ultimately, it boils down to the GM's interpretation of the
results.
1.1 Ranks
The base value for a moderately difficult task is based off of the "rank" of the
PC's applicable skill: Handicapped, Unskilled, Novice, Average, Good, Expert or Adept.
If the PC does not have the skill required, then the "Unskilled" rating is used as
the "rank". If your PC not only doesn't have the skill, but has some sort of
Disadvantage in that area as well (for example, "Weak" when the PC is trying to
perform a feat of Strength), then the "Handicapped" rating is used.
1.2 Base Targets
All things equal, this will determine the number you need to roll (or less) on 1d20
(one twenty-sided die). The base target is determined by the Rank, as follows:
Note that once one reaches "Good" level, one is pretty much guaranteed success at
a "moderately difficult" task. However, there may be mitigating factors that add
or subtract from this base score, so having greater skill is useful for handling
more challenging tasks. Also, how much one beats the required roll by can determine
how well one succeeds. Just barely scraping by is one thing. Making it with
flying colors and not even breaking a sweat is another.
1.3 Rule of 1 and 20
Sometimes, even though it looks like a given, there's still the chance to
slip up -- especially in combat -- or else it looks like there's only a fraction
of a chance of making it, if at all. To spice things up a bit, there is a general
rule here: Regardless of the base target, 1 always succeeds, and 20 always fails.
On top of this, there is the chance of Perfect or Fumble. For Average and
Good skills, a 1 means that not only does the PC succeed, but does so exceptionally
well ... while a 20 means that not only does the PC fail, but does so in a really
bad way.
How exactly the GM determines a "fumble" or "perfect" depends on how hard it is to
think of a special effect. If the PC is trying to disarm a bomb, a rather obvious
"fumble" comes to mind. If a PC is baking a cake, then the PC just does an
exceptional job at it. (Not that I'd seriously make a PC roll dice every time he
wants to bake a cake!) For some Ranks, the chance of doing a Perfect or a Fumble
is greater or lesser. The GM may choose to follow these or ignore them. For some
situations, it just doesn't make sense to have a 5% or more chance of failing
spectacularly. And for some actions, there's just no feasible way to imagine the
effects of doing something "perfectly": You either do it, or you don't. That's it.
A task of "moderate difficulty" is hard to define. It ultimately depends on the
GM's discretion. It's roughly considered a character's base chance to swing a
weapon at a target and having a chance of hitting somewhere near the intended
mark -- barring interference by armor, shields, etc. Or, it could be the base
chance to climb a cliff under pressure of time.
The basic notion here is that there's some sort of pressure on the PC. If
it's something casual where the PC has time to prepare, and has the requisite
skill(s), then it's not really an issue -- the PC will succeed, unless the GM
decides that there's some complication the PC doesn't know about, or just wants to
make things more difficult. This covers things that are done under pressure
(combat, trying to get up a cliff to the enemy base, performing for the first time
for the king, etc.) where a person with Average ability in the applicable skill
might have a 50/50 chance of succeeding, all things equal.
If things are easier or harder than that, then you modify the base target. (You might
also end up modifying the chance of Fumble or Perfect. If the PC is especially
cautious and takes extra time and has help, he may be far less likely to do a
catastrophic Fumble, even if he's a novice.)
Below are some sample modifiers that may be applied to the target value. (A
negative number means that the target value is dropped, making it harder to
succeed. A positive number means that the target value is increased, making it
easier to succeed.)
Modifiers for Melee Combat: Attacking
Modifiers for Melee Combat: Defending
Modifiers for Ranged Combat
2.0 Competing Tests
Sometimes, the conflict isn't just a matter of the PC just trying to hit a target
or climb a wall. Sometimes, it matters that the target is using its own skill
to parry the attack. The skill of the opposing force comes into play, and it can't
really be quantified as just some set "difficulty" to compete against.
In a competing test, if the competitors are directly opposing each other (such as,
one is attacking, the other is parrying), then roll for each competitor. The
competitor that beats his target roll by the most wins. If both competitors
fail, then it's usually a moot point.
If the "defender" is better than the "attacker" by 10 points or more, then not only
did the defender press off the attacker's attempt, but managed to get in a "free"
action or attack that is not in competition.
In combat, for example, we have two Good fighters, with base
targets of 20, and no applicable modifiers. The attacker rolls 16, which would
normally be enough to hit ... but the defender rolls a 6. Not only does the
defender manage to parry the attack, but the attacker left himself wide open
enough that the defender gets a "free" attack action. Since this will not be
considered a competing action, the "defender" merely has to roll anything but a 20
(i.e., don't Fumble) in order to score a return hit against the attacker.
Note to the GM: Is this complicated? Then don't worry about it! Feel free
to ignore little nitty gritty rules like this. This is mainly just a consideration
for when a fairly competent PC is dealing with bunches of incompetent opponents --
It gives him a better chance of dealing with them quickly.
3.0 Combat
Combat is the most contentious situation in which this system is used. This system
is far from perfect, much of it being designed as something the GM can remember
well, rather than actual practicality. When it's a case of the PC against the
GM's world, it's up to the GM to pull out advantages and disadvantages and balance
them out as he sees fit, or ignore them as desired. After all, there's no sense
stopping the game to figure out numbers when a PC is waiting for a line from the
GM.
On the flip side, if there is PC vs. PC conflict, and it breaks into combat, then
the GM is going to have to be especially careful about being fair and not "playing
favorites". That's when the "impartial" judge provided by the die is especially
handy. Nothing is truly impartial. Various things the GM does will work
in one PC's favor or the other in such a contest. It's inevitable. But the process
of tallying up how many things are in the favor of one PC or the other, and then
translating them into a numeric chance of success can help the GM to be more
even-handed in the contest. (It can help, that is. Your mileage may vary.
What works for one GM may not work for another.)
3.1 Rounds
Combat is typically divided into Rounds. Typically, this is one combatant
versus another, but the order of events may need to be modified when multiple
combatants are involved.
3.1.1 Initiative
Who goes first? If one side or the other has the
element of surprise, they may get it automatically. If there are multiple "sides",
you may have to determine initiative individually. A quick way is to roll 1d20
for each "side". Whomever rolls highest goes first. Apply modifiers to initiative
as appropriate ... and, of course, someone can always voluntarily surrender
initiative, letting the other person go first.
3.1.2 Attack/Parry/Dodge
The winner of the initiative becomes the Attacker. The other side becomes the
Defender. Of course, the Attacker could do some action other than fight, which can
be resolved as the GM sees fit.
If the Defender is not trying to defend himself (Parry) with a weapon, nor is he
actively Dodging, then the Attacker makes a normal Skill Roll to hit, using his
applicable Weapon Skill. If the Defender is trying to defend himself, then the
Defender makes an opposing Weapon Skill roll, and this becomes a Competition.
If the Attacker's roll is better, he "hits". If the Defender's roll is better,
he "parries". If the Attacker Fumbles or the Defender makes a Perfect, or if the
Defender beats the Attacker by 10 points or more, then the Defender gets a Reposte.
Note: Some weapons are better at Defending than others. Using a Dagger to Defend
against a Sword is a -5 to Parrying. Using a Sword to Defend against a Dagger
might be a +5, unless the Attacker is, say, on the Defender's back. Some GM discretion
is required.
An alternative for the Defender is to Dodge. Instead of using a Weapon Skill to
defend with, the Defender uses Agility (if he has any). He gets no bonuses
for whatever weapon he may be carrying, but he also doesn't get penalized for
being unarmed or having an inferior weapon.
3.2 Maneuvers
Sometimes, PCs have actions that just aren't easily described as "I attack so-and-so."
They may try something special, like a feint, or an acrobatic flip and attacking
from behind, and so forth. The GM should determine some sort of bonus that may
apply for this maneuver -- if it seems like any bonus should apply at all -- but
some sort of balancing factor. Perhaps there is a chance of doing more damage ...
but at the risk of leaving oneself wide open for counter-attack if it doesn't
take the enemy down in one blow. There should be a reason why someone would
attempt this in certain situations, other than just "to look cool" ... but there
also must be a reason why a fighter won't just Thrust or Feint all the
time.
The GM will have to interpret the situation as it arises, but here are some sample
"maneuvers" that PCs sometimes try. The modifer to Defend applies until it's time
for the PC to make another Attack. The effectiveness of these attacks may depend
upon the skill of the attacker -- If the attacker has no weapon skill, then
such maneuvers may be completely pointless.
Back to Role-Play: Section 10.8.1
Rank
Base
Fumble
Perfect
Damage
Handicapped
0
18/19/20
Unwieldy Object
Unskilled
5
19/20
Unarmed
Novice
10
20
Sharp Claws/Fangs
Average
15
20
1
Dagger/Knife
Good
20
20
1
Sword
Expert
25
1
Battle-Axe
Adept
30
1/2
Power-Sword
1.4 Modifiers
1.4.1 Sample Modifiers
Modifier
Factor
-5
for every Bonk PC has suffered
-1
for every Ouchie PC has suffered
+10
Task is Simple
+5
Task is Easy
-5
Task is Very Difficult
-10
Task is Extremely Difficult
-20
Task is Apparently Impossible
-5
PC is using off hand
-10
PC can't use hands
-5
PC is using a "closely related" skill instead of the correct one
(e.g., Has Dagger skill, but is fighting with a sword)
-5
Encumbered (Backpack, Armor)
-10
Heavily Encumbered
+1
PC or weapon has been Blessed by Chaos Magic
Modifier
Factor
-5
Cautious Attack
-5 or worse
Unarmed vs. Armed
-5
Dagger vs. Sword
-10
Disarm/Grapple
+5
All-Out Thrust
+5
Paired Weapons
Modifier
Factor
+5
Off Hand Weapon or Shield
+5
Trident or Weapon-Catcher
+5
Last Attack was Cautious
-10
Last Attack was All-Out Thrust
-10
Last Attack was Roundhouse
Modifier
Factor
-5
Ranged Attack in Dim Light/Fog
-10
Firing with a Bow/Crossbow/Rifle in Close Combat
-5 or more
Target has Shield / In Cover
-5
Trying to Hit a Short Target (3' or shorter)
-10
Called Shot
-10
Moving Target
+0
Point Blank Range
-5
Short Range
-10
Medium Range
-15
Long Range
-20
Maximum Range
+5
Round Spent Aiming First
+5 vs range
1 pt Keen Eyes
+10 vs range
2 pt Hunter's Eyes
+5 vs lighting
Night Vision
+5
Dromodon-Sized Target
+10
Carriage-Sized Target
+15
Airship-Sized Target
+20
Broad Side of a Castle