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systeme_de_jeu [2025/08/12 11:26] adminsysteme_de_jeu [2025/08/12 19:39] (current) – [Les autres tests] admin
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-====== The Game System ======+====== Test de compétences ======
  
-“Skill rolls” may be called for during dramatic situations in the gameWalking down a well-lit hallway is not a dramatic situation, whereas running down a rubble-strewn corridor while being chased by monsters most definitely is!+Des « test de compétence » peuvent être demandés lors de situations dramatiques dans le jeuMarcher dans un couloir bien éclairé n'est pas une situation dramatiquecontrairement à courir dans un couloir jonché de débris tout en étant poursuivi par des monstres !
  
-When attempting a skill rollyou should agree a goal with the KeeperIf your skill roll is successfulyou achieve your goalAdditionallywhen you successfully roll a given skillput a check mark in the box next to it on your **investigator sheet**. You can only get one check per skill at a timeAt the end of the scenariothat skill could increase due to experience—see **Rewards of Success**, for further information.+Lorsque vous tentez un jet de compétencevous devez convenir d'un objectif avec le meneur de jeuSi votre jet de compétence est réussivous atteignez votre objectifDe pluslorsque vous réussissez un jet de compétencecochez la case correspondante sur votre **fiche d'enquêteur**. Vous ne pouvez obtenir qu'une seule coche par compétence à la foisÀ la fin du scénariocette compétence peut augmenter grâce à l'expérience acquise. Pour plus d'informations, consultez la section **Récompenses pour réussite**.
  
-On occasion, you may need to roll a test that is not covered by the skills on your sheetIf solook 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 ficheDans ce cas, examinez les caractéristiques de votre enquêteur et déterminez laquelle est la plus appropriéepuis 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 includepercentage 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'Appel de Cthulhu distingue alors différents niveaux de réussite :
  
-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 instancewhile 1D100 generates the numbers 1–100.+  * Une tâche ordinaire nécessite d'obtenir un résultat inférieur ou égal à votre valeur de compétenceOn parle alors de **réussite ordinaire**. 
 +  * Une tâche difficile nécessite d'obtenir un résultat inférieur ou égal à la moitié de votre valeur de compétence. On parle ici de **réussite majeure**. 
 +  * Une tâche exceptionnelle nécessite d'obtenir un résultat inférieur ou égal au cinquième de votre valeur de compétence. Dans ce casc'est une **réussite extrême**.
  
-In a written adventurethe text might say a monster delivers 1D8 damagemeaning 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 critiquetandis qu'un 100 est un échec critique. Dans les deux casun 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'échec après un redoublement, le Gardien peut infliger une conséquence néfaste.\\ //Par exemple, si un joueur fait un jet de Bibliothèque pour trouver un indice et échoue, il peut très bien passer plus de temps à faire ses recherches pour redoubler son jet, la conséquence de l'échec du redoublement peut être de perdre toute la journée sans rien trouver, ou de trouver l'indice mais renverser quelquechose dessus, le rendant définitivement inutilisable.//
  
-Percentage dice usually consist of two 10-sided dice, which are rolled at the same time. One die (unitsis numbered 1 to 0the other (tensbeing 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 (joueurs ou PNJs), c'est le type de réussite qui permet de savoir qui l'emporte (ou le résultat le plus bas en cas d'égalité).
  
-==== 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 togetherFor instance2D6 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 désavantagesCes avantages/désavantages se traduisent par un ou plusieurs dés bonus/malus pour chaque avantage/désavantageDés bonus et dés malus s'annulent respectivement, et il est possible d'en cumuler jusqu'à 2soit 3 dés à lancer.
  
-You might also see 1D6+1for instanceThis 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 exempleoffrir un cadeau pour tenter de charmer quelqu'un permettra d'obtenir un dé bonus lors d'un test de CharmeA contrario, un joueur essayant de déceler des traces dans le noir le plus total se verra attribué un dé malus à son test de Trouver Objet Caché.//
  
-===== Skill Rolls and Difficulty Levels =====+=== Tests et dépenses de Chance ===
  
-Your Keeper will tell you when you should attempt skill roll and how difficult the task is.+La Chance correspond à l'impact de circonstances externes : par exemple trouver un taxi à 02h00 du matin dans un quartier mal famé. Elle peut également être utilisée lorsqu'un investigateur n'pas de compétence correspondant à l'action qu'il souhaite entreprendre.\\ Un test de Chance de groupe correspont à un jet fait par le personnage ayant la plus petite valeur de Chance.
  
-  * A regular task requires roll of equal to or less than your skill value on 1D100 (a Regular success). +Enfin, un joueur la possibilité de **dépenser sa chance** afin de "tricher" sur le résultat de son dé et obtenir un succès ou un meilleur niveau de réussiteToutefois, cette dépense est définitive et **il n'existe aucun moyen de regagner la chance perdue**.
-  A difficult task requires a roll result equal to or less than half your skill value (a Hard success). +
-  A task approaching the limits of human capability requires a roll equal to or less than one-fifth of your skill value (an Extreme success).+
  
-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 investigators STR is 60so a Hard success requires a roll of 30 or belowYou 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 :** test dintelligenceservant à débloquer les investigateurs coincés dans leur enquête.
  
-====== Opposed Skill Rolls ======+**Test de connaissance :** Il s’agit d’un test d’éducation, nécessaire à l’obtention d’informations générales.
  
-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'Expérience ===
  
-To resolve an opposed rollboth sides make a skill roll and compare their level of successA Regular success beats a Faila Hard success beats a Regular success, and an Extreme success beats a Hard successIn the case of a draw, the side with the higher skill value wins. If both skills are equal, then have both sides roll 1D100with the lower result winning.+Lorsqu'un investigateur réussi un test de compétenceil doit cocher cette compétence sur sa ficheÀ la fin de l'aventure (ou d'une session selon le bon vouloir du Gardien)le joueur peut réaliser un test pour chaque compétence cochéeChaque fois que le résultat est supérieur à sa compétence (donc sur un échec)il peut ajouter 1D10 points à cette compétence.
  
-===== Bonus and Penalty Dice =====+=== Test de Santé Mentale ===
  
-Sometimesthe prevailing conditions for the investigatorstheir environmentand/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 rolland can be used instead ofor in addition to, an increased difficultyNormally, though, bonus and penalty dice are used primarily with opposed rolls.+Face à une situation paranormale ou à la vue de choses horriblesle Gardien peut demander un test de Santé Mentale.\\ Lors d'un test de Santé Mentale ratéune réaction involontaire se produit : l'investigateur peut alors hurlers'évanouirlâcher ce qu'il tient en maintirer involontairement etc...
  
-==== 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]].
  
->**Example:** two rival investigators, Malcolm and Hugh, are vying for the affection of Lady Greene. Only one can gain her hand in marriage, so the Keeper determines that an opposed roll is needed to determine the outcome of their wooing. It is decided that each should make an opposed Charm roll. The Keeper reviews the events of the scenario so far: Malcolm has visited Lady Greene twice, each time lavishing expensive gifts upon her, while Hugh has only visited once and brought no gifts at all. The Keeper states that Malcolm has an advantage and will receive a bonus die in the opposed roll. Hugh’s player rolls first against his Charm skill of 55, getting 45—a Regular success. +En cas de perte d'1/5ème de SAN en 1 journéeil gagne une Folie Persistante.
- +
-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. +
- +
-Malcolm wins the opposed roll, and his proposal of marriage to Lady Greene is accepted. +
- +
-==== For each penalty die ==== +
- +
-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. +
- +
->**Example:** in a dire turn of events, two investigators—Felix and Harrison—have been captured by the cultists of the Scarlet Smile. The cultists decide to have some “fun” at the investigators’ expense, decreeing that both must undertake the Ordeal of Pain, from which only one can survive. The loser will be sacrificed to the cultists’ foul god. +
->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; however, the Keeper rules that Harrison must take a penalty die, as he recently suffered a major wound (he received an injury when he was captured by the cultists) and is still recovering. +
- +
-Felix’s player rolls 51 against STR 65—a Regular success. +
- +
-Harrison’s STR is 55. His player rolls 20 and 40 on two tens dice and on the units diewhich can be combined to read 21 or 41The extra die was a penalty die, so Harrison must take the higher result—a Regular success +
- +
-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... +
- +
-===== Luck Rolls ===== +
- +
-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. +
- +
-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. +
- +
->**Example:** finding a cab doesn’t require a dice roll, but getting one before the investigators lose sight of the car that they wish to pursue could. Credit Rating could be a factor in attracting the attention of a cabdriver on the lookout for a well-dressed fare who may tip generously. However, quickly getting a ride at two o’clock in the morning on the undesirable side of town might not be so easy. Would there even be a cab to hail? No skill is going to make a cab appear at that moment. It is a matter of chance whether a cab may be driving down that road, hence a Luck roll is required. +
- +
-===== Quick Reference Chart For Half and Fifth Values ===== +
- +
-Find the characteristic or skill value under the Base Number column, and read across to determine the half (Hard) and fifth (Extreme) values. +
- +
-^ **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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