Thursday, February 20, 2020

Red Bat 2020

Busy making Red Bat wordy enough for true gamers
The Dice and Their
The Incredible Six-Sided Die
A six-sided die, or a “D6”, can represent 1 through 6. It can also represent a “d2” where an odd result represents a “1” and the even result represents a “2.” It can also be used as a “d3” where 1,2,3 equal those numbers while the 4,5,6 subtract 3 from the result.
So a single D6 can be used as a d2 or a d3 or as D6. Multiple d2s or d3s can be used to increase the range of possible outcomes.
Two Six-Sided Dice (2D)
Two Six-Sided Die is the most commonly used convention for the Red Bat system. Saving Rolls, as mentioned in the introduction, are accomplished by the player rolling 2D. Except for the result of a “1” and “2”, the integers on the two dice are added together. It should be noted that a “1&2” result is a Critical Failure in game mechanics. That is a result that is a failure regardless of whatever number was needed to succeed but more on that later. 
The "7" means nothing special in this system
 Multiple Dice
Usually when determining damage, more than two dice are listed to be rolled. If there are three dice, these will be referred to as 3D. Four equals 4D. A 5D means five six-sided dice. And this goes on. The number of six-sided dice required is the number next to a capital letter D.
The ASTRO Rule
Now when using multiple dice from d2 to 1,000,000D, when the are added together, when all of the results are the same, those numbers are added together. The roller then gathers up all the dice and rolls them again and adds those results to the total result. This can go on for as long as the results are all the pips on the various dice. This is the “All Same? Terrific! Roll On!” rule, or as mentioned above the ASTRO rule.
Not only does this mechanic allow for a great range of success in Saving Rolls and damage scores, this is the counter to the
Critical Failure roll. While specific benefits of an ASTRO result are usually only numerical, it is a quick way of earning XP and building the PC Stats up.
D55 and the Devil’s Dice
Sometimes a multitude of resulting choices enhance a role-playing game. A lot of RPG games will include two ten-sided dice and use them to come up with up to one hundred results. While six-sided dice have only a 1 through 6 range they can still be used to develop lists of incredible sizes when applied in the fashion described here. It should be noted that ASTRO does not apply for this type of randomizer mechanism.
For the
D55 the player or GM rolls two sided dice (2D). The first result is the tens digit. The second result is the singles digit. The resulting integer will be from eleven to sixty-six, this means that there are up to fifty-five possible outcomes. Sure this is not one hundred or even near that number. Well, then let’s talk about commitment.
If the RPG player, the RPGer, needs more than fifty-five results, why stop at one hundred results? How about D555, the Devil’s Dice? Using three six-sided dice (3D) the results go from 111 to 666! Does the list required really need over a few dozen entries? And this sort of random matrix can keep going as long as there are six-siders laying around the tabletop. The D6 is more than capable of handling the demand, but does the scripting GM have the commitment to meet the D6 potential when wanting to make lists?
The Quick” Way of Doing Things
As Player-Characters progress their Stats will increase to some pretty impressive numbers. Then instead of coming up with all sorts of pages worth of rules to covering this expansion of possibilities of potential SR-requiring rolls,
Red Bat wants to keep things simple. So at any time that the player wants to, they can take all the Stats that their PC has and add them together. This is that Character’s “Quick” rating. The player divides the total by ten and may round up to determine how many dice are to be used in a Quick SR for success against an opponent with similarly high Stats as well.
This score should not replace Attribute-based Saving Rolls. The Quick rating is used for areas of narrative within a roleplaying session that can be glossed over. Say a Character is stuck behind enemy lines during a war awaiting to make contact with the rest of the PCs to start a scenario. The GM can develop Stats for the Group/Organization that is the opposing side (see optional group rules) and the hiding PC can roll their Quick versus its ABILITY score. This will determine the tone of things during the time. If the PC’s result is much higher than enemy’s Stat, things went without a hitch. If the result is lower, the other PCs may have to break the Character out of custody.

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