systeme_de_jeu
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| - | “Skill rolls” may be called for during dramatic | + | Des « test de compétence » peuvent être demandés lors de situations |
| - | When attempting a skill roll, you should agree a goal with the Keeper. If your skill roll is successful, you achieve your goal. Additionally, when you successfully roll a given skill, put a check mark in the box next to it on your **investigator sheet**. You can only get one check per skill at a time. At the end of the scenario, that skill could increase due to experience—see | + | Lorsque vous tentez un jet de compétence, vous devez convenir d'un objectif avec le meneur de jeu. Si votre jet de compétence est réussi, vous atteignez votre objectif. De plus, lorsque vous réussissez un jet de compétence, cochez la case correspondante sur votre **fiche d' |
| - | On occasion, you may need to roll a test that is not covered by the skills on your sheet. If so, look at your investigator’s characteristics and determine which one of them is best to use and treat it like a skill. | + | Il peut arriver que vous deviez effectuer un test qui n'est pas couvert par les compétences de votre fiche. Dans ce cas, examinez les caractéristiques de votre enquêteur et déterminez laquelle est la plus appropriée, puis traitez-la comme une compétence. |
| - | ===== Roleplaying Dice ===== | + | ===== Tests de compétences et niveaux de difficultés |
| - | //Call of Cthulhu// uses a set of roleplaying dice. These “polyhedral” dice include: percentage dice (D100), a four-sided die (D4), a six-sided die (D6), an eight-sided die (D8), and a twenty-sided die (D20). Dice sets can be purchased at most hobby game stores and online, and there are also online dice rollers too. | + | L' |
| - | The letter “D” stands for “dice.” The number after the D is the range of numbers available: 1D8 generates random numbers 1 through 8, for instance, while 1D100 generates the numbers 1–100. | + | * Une tâche ordinaire nécessite d' |
| + | * Une tâche difficile nécessite d' | ||
| + | * Une tâche exceptionnelle nécessite d' | ||
| - | In a written adventure, the text might say a monster delivers 1D8 damage, meaning that a 8-sided die is rolled once to determine how much damage is actually caused. | + | Dans tous les cas : un 1 naturel est une réussite critique, tandis qu'un 100 est un échec critique. Dans les deux cas, un effet additionnel (bon ou mauvais selon la nature du critique) pourra être appliquée par le Gardien. |
| - | ==== Reading D100 (Percentage Dice) ==== | + | Un joueur peut **redoubler un test manqué s'il est en mesure de le justifier**. En cas d' |
| - | Percentage dice usually consist of two 10-sided dice, which are rolled at the same time. One die (units) is numbered 1 to 0, the other (tens) being numbered 10 to 00. Both dice are rolled and should be read together (e.g. “30” on the tens die and “05” on the units die is read as 35%). A roll of “00” (tens die) combined with a “0” (units die) indicates a result of 100%. A roll of “00” on the tens die combined with any other roll on the units die indicates a roll of under 10%; for example, a roll of 00 on the tens die and 3 on the units die is read as 3%. | + | En cas de tests opposés entre deux protagonistes |
| - | ==== Dice Roll Variations ==== | + | === Bonus et Malus === |
| - | Sometimes a dice notation is preceded by a number other than “1.” This means that more than one die is rolled and that their results should be added together. For instance, 2D6 means that two 6-sided dice are rolled and totaled (or roll a D6 twice and add the scores together). | + | Sous certaines conditions, les tests peuvent avoir des avantages ou désavantages. Ces avantages/ |
| - | You might also see 1D6+1, for instance. This means that the number following the plus sign should be added to the result of the D6 roll. For 1D6+1, the result must be 2, 3, 4, 5, 6, or 7. If a monster claws for 1D6+1+2D4 damage, find the power of the actual attack by rolling the two requested dice, totaling the results, and adding 1 (rolling 1D6 and 2D4, then adding 1 to the total rolled). | + | \\ //Par exemple, offrir un cadeau pour tenter de charmer quelqu' |
| - | ===== Skill Rolls and Difficulty Levels ===== | + | === Tests et dépenses de Chance |
| - | Your Keeper will tell you when you should attempt | + | La Chance correspond à l' |
| - | * A regular task requires | + | Enfin, un joueur |
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| - | If you can justify it through your investigator’s actions, you can “push” a failed skill roll. Pushing a roll allows you to roll the dice a second time; however, the stakes are raised. If you fail a second time, the Keeper gets to inflict a dire consequence upon your character. Before a pushed roll is made, the Keeper has the option of foreshadowing what might happen if the pushed roll is failed; the player can then decide whether it’s worth the risk to take the second roll or not. | + | ===== Les autres tests ===== |
| - | >**Example:** your investigator is trying to lever open the heavy stone door of a crypt. The Keeper decides this is very difficult and asks for a STR roll, specifying that a “Hard success” is required. Your investigator’s STR is 60, so a Hard success requires a roll of 30 or below. You roll the dice but the result is 43—you have failed, as you rolled above half your investigator’s STR. You ask if you can push the roll, stating that your character is picking up and using a spade to help lever the door. The Keeper permits a second roll, but warns you that if you fail this roll, not only will the door still be closed but “something” may hear you and could be coming for your blood! | + | **Test d’idée |
| - | ====== Opposed Skill Rolls ====== | + | **Test de connaissance :** Il s’agit d’un test d’éducation, |
| - | If two investigators are opposing one another, or if an investigator is in a conflict with a significant Keeper-controlled character (an NPC, i.e. one for whom statistics are listed in the scenario), the Keeper may require an “opposed roll.” | + | === Test d' |
| - | To resolve an opposed roll, both sides make a skill roll and compare their level of success. A Regular success beats a Fail, a Hard success beats a Regular success, and an Extreme success beats a Hard success. In the case of a draw, the side with the higher skill value wins. If both skills are equal, then have both sides roll 1D100, with the lower result winning. | + | Lorsqu' |
| - | ===== Bonus and Penalty Dice ===== | + | === Test de Santé Mentale |
| - | Sometimes, the prevailing conditions for the investigators, their environment, and/or the time available to them can hinder or benefit a skill or characteristic roll. Under certain conditions the Keeper may grant a “bonus” or a “penalty” die to a roll. One bonus die and one penalty die cancel each other out. Such bonuses and penalties operate in a similar way to raising the difficulty of a roll, and can be used instead of, or in addition to, an increased difficulty. Normally, though, bonus and penalty dice are used primarily with opposed rolls. | + | Face à une situation paranormale ou à la vue de choses horribles, le Gardien peut demander un test de Santé Mentale.\\ Lors d'un test de Santé Mentale raté, une réaction involontaire se produit : l' |
| - | ==== For each bonus die ==== | + | Une perte de Santé Mentale de 5 ou plus en une seule fois nécessitera un jet d'INT pour déterminer si le personnage se rend compte de la gravité des événements. En cas de réussite, le personnage sera atteint d'une Folie Temporaire. |
| - | Roll an additional “tens” percentage die alongside the usual pair of percentage dice when making a skill roll. You are now rolling three separate dice: one “units” die and two “tens” dice. To take benefit of the bonus, use the “tens” die that yields the better (lower) result. | + | Vous trouverez des exemples de folies et manies dans la page [[sanity_sante_mentale|Folies et Manies]]. |
| - | > | + | En cas de perte d'1/5ème de SAN en 1 journée, il gagne une Folie Persistante. |
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| - | Malcolm’s player rolls against his Charm skill with one bonus die, rolling one units die and two tens dice. The units die reads 4 and can be paired with either of the two tens dice to give scores of 44 or 24. Malcolm’s player takes the lower result 24—a Hard success. | + | |
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| - | Malcolm wins the opposed roll, and his proposal of marriage to Lady Greene is accepted. | + | |
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| - | ==== For each penalty die ==== | + | |
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| - | Roll an additional “tens” percentage die alongside the usual pair of percentage dice. You’re now rolling three separate dice: one “units” die and two “tens” dice. For a penalty, use the “tens” die that yields the worse (higher) result. | + | |
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| - | > | + | |
| - | >The Ordeal of Pain involves lifting a huge rock and holding it aloft. Whoever holds the rock up the longest will win. This requires an opposed STR roll from each of the investigators; | + | |
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| - | Felix’s player rolls 51 against STR 65—a Regular success. | + | |
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| - | Harrison’s STR is 55. His player rolls 20 and 40 on two tens dice and 1 on the units die, which can be combined to read 21 or 41. The extra die was a penalty die, so Harrison must take the higher result—a Regular success | + | |
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| - | Both players have achieved a Regular success; Felix wins because he has the higher STR value. Felix is able to hold the rock above his head for longer than Harrison. The cultists jeer and lead Harrison off towards their altar... | + | |
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| - | ===== Luck Rolls ===== | + | |
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| - | Luck rolls may be called for by the Keeper when circumstances external to an investigator are in question, and also when determining the fickle hand of fate. If, for example, an investigator wants to know if there is an item lying nearby that they could use as weapon, or if the flashlight they have found has any juice left in it, then call for a Luck roll. Note that if a skill or characteristic is more appropriate to a situation, then it should be used rather than Luck. To succeed in a Luck roll, the investigator must roll equal to or under their current Luck value. | + | |
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| - | If the Keeper calls for a “group Luck roll,” the player whose investigator has the lowest Luck score (among those present in the scene) should make the roll on behalf of the group. | + | |
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| - | > | + | |
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| - | ===== Quick Reference Chart For Half and Fifth Values ===== | + | |
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| - | Find the characteristic or skill value under the Base Number column, and read across to determine the half (Hard) and fifth (Extreme) values. | + | |
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| - | ^ **Base Number** ^ **Half Value (½)** ^ **Fifth Value (1/5)** ^ **Base Number** ^ **Half Value (½)** ^ **Fifth Value (1/5)** ^ | + | |
| - | | 1 | 0 | 0 | 51 | 25 | 10 | | + | |
| - | | 2 | 1 | ::: | 52 | 26 | ::: | | + | |
| - | | 3 | ::: | ::: | 53 | ::: | ::: | | + | |
| - | | 4 | 2 | ::: | 54 | 27 | ::: | | + | |
| - | | 5 | ::: | 1 | 55 | ::: | 11 | | + | |
| - | | 6 | 3 | ::: | 56 | 28 | ::: | | + | |
| - | | 7 | ::: | ::: | 57 | ::: | ::: | | + | |
| - | | 8 | 4 | ::: | 58 | 29 | ::: | | + | |
| - | | 9 | ::: | ::: | 59 | ::: | ::: | | + | |
| - | | 10 | 5 | 2 | 60 | 30 | 12 | | + | |
| - | | 11 | ::: | ::: | 61 | ::: | ::: | | + | |
| - | | 12 | 6 | ::: | 62 | 31 | ::: | | + | |
| - | | 13 | ::: | ::: | 63 | ::: | ::: | | + | |
| - | | 14 | 7 | ::: | 64 | 32 | ::: | | + | |
| - | | 15 | ::: | 3 | 65 | ::: | 13 | | + | |
| - | | 16 | 8 | ::: | 66 | 33 | ::: | | + | |
| - | | 17 | ::: | ::: | 67 | ::: | ::: | | + | |
| - | | 18 | 9 | ::: | 68 | 34 | ::: | | + | |
| - | | 19 | ::: | ::: | 69 | ::: | ::: | | + | |
| - | | 20 | 10 | 4 | 70 | 35 | 14 | | + | |
| - | | 21 | ::: | ::: | 71 | ::: | ::: | | + | |
| - | | 22 | 11 | ::: | 72 | 36 | ::: | | + | |
| - | | 23 | ::: | ::: | 73 | ::: | ::: | | + | |
| - | | 24 | 12 | ::: | 74 | 37 | ::: | | + | |
| - | | 25 | ::: | 5 | 75 | ::: | 15 | | + | |
| - | | 26 | 13 | ::: | 76 | 38 | ::: | | + | |
| - | | 27 | ::: | ::: | 77 | ::: | ::: | | + | |
| - | | 28 | 14 | ::: | 78 | 39 | ::: | | + | |
| - | | 29 | ::: | ::: | 79 | ::: | ::: | | + | |
| - | | 30 | 15 | 6 | 80 | 40 | 16 | | + | |
| - | | 31 | ::: | ::: | 871 | ::: | ::: | | + | |
| - | | 32 | 11 | ::: | 72 | 36 | ::: | | + | |
| - | | 33 | ::: | ::: | 83 | ::: | ::: | | + | |
| - | | 34 | 17 | ::: | 84 | 42 | ::: | | + | |
| - | | 35 | ::: | 7 | 85 | ::: | 17 | | + | |
| - | | 36 | 18 | ::: | 86 | 43 | ::: | | + | |
| - | | 37 | ::: | ::: | 87 | ::: | ::: | | + | |
| - | | 38 | 18 | ::: | 88 | 44 | ::: | | + | |
| - | | 39 | ::: | ::: | 89 | ::: | ::: | | + | |
| - | | 40 | 20 | 8 | 90 | 45 | 18 | | + | |
| - | | 41 | ::: | ::: | 91 | ::: | ::: | | + | |
| - | | 42 | 21 | ::: | 92 | 46 | ::: | | + | |
| - | | 43 | ::: | ::: | 93 | ::: | ::: | | + | |
| - | | 44 | 22 | ::: | 94 | 47 | ::: | | + | |
| - | | 45 | ::: | 9 | 95 | ::: | 19 | | + | |
| - | | 46 | 23 | ::: | 96 | 48 | ::: | | + | |
| - | | 47 | ::: | ::: | 97 | ::: | ::: | | + | |
| - | | 48 | 24 | ::: | 98 | 49 | ::: | | + | |
| - | | 49 | ::: | ::: | 99 | ::: | ::: | | + | |
| - | | 50 | 25 | 10 | 100 | 50 | 20 | | + | |
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| - | \\ | + | |
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