LAWhammer Houserules: Tests, a Summary (Patreon)
Content
I've been asked for a summary of yesterday's video by multiple people on multiple platforms, so here is a quick written overview of the Test rules we use. Any reference to 'target number' in this post refers to the Skill or Characteristic being tested.
Note. The following offers slightly different rules for Criticals than the video suggests because I forgot I'd updated the rules to make them faster and more dramatic at the table.
SIMPLE TEST
Outcome. Success or Fail
Process. Roll 1d100.
- Roll equal to or under the target number = Success
- Roll over the tested target number = Fail
DRAMATIC TEST
Outcome. A number of Successes or Fails to show how well or badly you have performed
Process. Roll a Simple Test.
- On a Success: reference the rolled 10s number = number of Successes
- On a Fail: subtract the rolled 10s number from the target number's 10s number = number of Fails.
AUTOMATIC FAILURE
On a roll of 96-00 on any test, your outcome is always a Fail.
CRITICALS AND FUMBLES
Outcome. Critical or Fumble
Roll a Simple Test or Dramatic Test.
- On a Success and a double (eg: 11, 22) = Critical
- On a Fail and a double (eg: 88, 99) = Fumble
Critical. 1) Something unexpectedly good happens; 2) Calculate Successes as normal + gain bonus Successes by rolling 1d100 and adding the 10s number to the Successes total. Further doubles are rerolled for yet more Successes.
Fumble. Something unexpectedly bad happens; 2) Calculate Fails as normal.
ASSISTED TESTS
Outcome. A number of Successes or Fails to show how well or badly a party has performed
Process. All participants roll a Dramatic Test.
The participant scoring the most Successes is assisted by all other participants.
The assisting participants scoring a Success add +1 to the total Successes for the test.
All fails are ignored.
Fumbles subtract their Fails from the total Successes for the test.
OPPOSED TESTS
Outcome. Winner and Loser
Process. Each party in an Opposed Test rolls a Dramatic Test.
- The party with the best result = Winner
- The party/parties with the worst result/results = Loser
On draws, the GM either offers 1) reroll; 2) stalemate.
- If the Winner scored a Success: subtract your opponent's Successes from your Successes or add your opponent's Fails to your Successes = Successes of Opposed Test.
- If the Winner scored a Fail: subtract your Fails from your opponent's Fails = Successes of Opposed Test.
TEST DIFFICULTY
Easy Tests. Reverse Fails.
Hard Tests. How many Successes are needed = Difficulty of a test.
ADVANTAGE
In a favourable position or if time is taken = +20 to the target number of a test.
TESTS OVER 100
For each full +10 a target number is above 100 = +1 Success on a related test.
EXTENDED TEST
Outcome. Success or Ongoing
Process. The GM sets a number of Successes required to achieve Success.
Add the results of multiple Dramatic Tests to achieve the pre-determined number of Successes.
The Extended Test is Ongoing until Success is achieved or the testers give up.
COMBINED TESTS
Outcome. Success or Fail for multiple target numbers
Process. Roll a Simple Test or a Dramatic Test.
- Each target number you roll equal to or under = Success, with Successes calculated as for a Dramatic Test
- Each target number you roll over = Fail, with Fails calculated as for a Dramatic Test.