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Anwyn

Novus 2nd Edition

Novus 1st Edition

Novus uses a simple 2d10 ≥ TN mechanic.

This means that to accomplish a task,  whether it be a skill roll or Saving Throw, you roll 2d10 and add them together, along with any modifiers. If the total result is equal to or greater than the Target Number (TN) for the task,  you succeed.

Both combat and spell casting also follow this same basic mechanic as well.

Exploding &  Imploding Dice

Many games use the concept of exploding dice. The concept is simple. When you roll the dice,  if you roll a certain number,  you get to roll that die again and add it to the first roll.

In Novus, anytime you roll a 10 (usually a "0" on a d10),  you sum the two dice and then you reroll that individual die and add it to the total. If that second roll is also a "10",  then you roll again and it to the total as well. And you continue to do this until you stop rolling tens.

On the opposite end of the spectrum, we have what I call Imploding Dice. If you roll a "1" on either die,  you sum the two dice,  and then reroll that individual die (the die with the "1" on it) and subtract it from the total. If the second roll is also a 1,  you subtract it from the total,  and roll again and subtract this roll as well. And you continue to do this until you stop rolling ones.

In both cases,  once a die explodes or implodes,  it can never reverse direction.

If you roll a "1" on one die and a "10" on the other,  that is known as a Nova Roll. In such cases,  the dice neither explode or implode,  they are read as they are,  and the results, however they turn out,  happen in an odd and unusual manner. The character also earns a Fate Point when this happens.

Saving Throws

Saving Throws,  or just Saves as they are more commonly called,  is how you resist things such as poison,  spells, certain actions and even non-magical attempts to coerce your character. Saves are made against specific Stats (i.e. Save vs. Con,  Save vs. Str,  Save vs. Wis,  Save vs. Will, etc.).

Every Save has a base TN of 15. To make a Save, you roll 2d10,  add in the appropriate stat bonus,  and the base Save modifier of "5". If you also receive bonuses from talents or spells, you would add them as well. If the total result is greater than the TN of the Save,  you have made your Save.

Note: As mentioned,  the Base TN of a Save is 15. However,  exceptional rolls,  or items or spell effects may raise the TN of a given Save.

Snag/Boon Points

All skill rolls,  including combat and spell casting,  can earn Snag/Boon Points. You earn Snag Points for rolling under the TN of the task. You earn Boon Points for rolling over the TN of the task. 1 point for every 10 points over or under. Once you earn these points, you (the Player!!) must immediately spend them. There are three lists of Boons, one for general tasks,  one for combat,  and one for spell casting,  and one basic list of Snags that will have options that apply to various types of actions.

For example,  for combat,  some boons might give extra damage,  while another boon may allow you to make a free second attack against the same or adjacent foe,  while another boon gives you a bonus to initiative or your attack bonus in the next round. If you earn enough Boon Points,  your foe could be required to make a Save vs. Con or fall down dead.

Spell casting boons can increase the TN of the Save against the spell,  or increase its range or its power. Skill boons can reduce the amount of time required to perform the skill,  give a bonus to your next attempt with that skill, provide you with extra information you might not normally know,  any one of several other possibilities.

Snags are often called failures or fumbles in many other systems,  but a Snag is not always a failure,  it could be that it will simply take you extra time to complete the task,  or that you only got it partially complete,  and have to make another roll in the following round.

The important thing about the Snag/Boon Point system is that the Player decides the outcome by spending the points that he earned based on his original roll for the task. There are no random rolls or results involved in this. The Player controls the outcome,  both good and bad.

This system also allows for the GM to control the lethality of the game. After all,  the GM is not required to use the "Save or death"  Boon against the players. He can use other options for the monsters and NPCs at lower levels to ensure that the game remains fun,  and that a player isn't required to make a new character because some random roll kills his first character 5 minutes into the game.