Tests
Tests are the core mechanic of LittleP6. A test is where you roll a dice pool of Nd6, where N is the number of dice you roll, and your success depends on two factors:
- Your Attribute level (AL)
- Difficulty of an obstacle (DL)
All Tests will be against the Attribute Level (AL) that best associates with the action you are taking, and the target Difficulty Level (DL) of the obstacle you are trying to overcome. Your attribute level adds dice to your dice pool, if you have a AL of 2 in your Physical AL or PHY then you would roll 2d6. Rolling a 1 or 6 will get you 1 point, 2 = 2 points, and 3 = 3 points. See Roll Table. You add all of these up and you compare to the Difficulty Level. If your sum is at or above the difficulty level you succeed! So say you have PHY 3 and and you want to climb a cliff with difficulty of 2, you roll 3d6 and get a 3, 1 and 5. This equals a 3 + 1 + 0 = 4, so you succeed. If you would have rolled a 1, 4, and 5, you would have only got 1 + 0 + 0, which would be 1 so you would fail.
If you ever see something like, 2p6 this means you roll 2 dice with the Roll Table points.
Roll Table
Roll | Number |
---|---|
6 | 1 |
5 | 0 |
4 | 0 |
3 | 3 |
2 | 2 |
1 | 1 |
You could also use custom dice or anydice. You may also use our virtual dice below:
Total: 0
Failed :(
For VTTs that allow for custom dice formulas you can use the formula below to get the same roll distribution.
ceil(((1d6/2)-1)*(4/3))
Yes it does change the roll table to the below. But statisically it is the same!
Roll | Number |
---|---|
6 | 3 |
5 | 2 |
4 | 1 |
3 | 1 |
2 | 0 |
1 | 0 |
Probability
Note the idea here is that you should have somewhere around a 70% chance of success at your current attribute level. GMs take note that you should normally not go more than 2 DL levels above where your characters attribute levels are, unless you have good reason. You can definitely go pass ALs of 5 if you really want to, but after 5 dice are in the pool it gets cognitively more demanding. Plus, Players will increase their odds with traits, weapons, and magic items which give +1 to the dice pool or Advantage pool. So you could potential give higher level players a DL of 8 and they would have a chance of passing.
Attribute Level | Pool Size Offset | Name | DL1 | DL2 | DL3 | DL4 | DL5 |
---|---|---|---|---|---|---|---|
1 | 1p6 | No Skill | 67% | 33% | 16% | 11% | 2% |
2 | 2p6 | Novice | 89% | 67% | 44% | 22% | 8% |
3 | 3p6 | Proficient | 96% | 85% | 69% | 48% | 28% |
4 | 4p6 | Advanced | 98.7% | 94% | 84% | 69% | 51% |
5 | 5p6 | Mastery | 99.6% | 97% | 92% | 83% | 70% |
Difficulty Levels
GMs take note most enemies should stay under 5 especially at lower levels, but with the addition of weapon mastery's, magical items, and higher levels you can push difficulty levels out to about 8 or 9. See foes for more details
DL | Difficulty | Enemy Type |
---|---|---|
1 | Easy | Fodder |
2 | Normal | Low |
3 | Hard | Medium |
4 | Super Hard | High |
5 | World Class | Epic |
6 | Grandmaster | Solo/Legendary |
7 | Demi-god | Demi-god |
>7 | Godly | Godly |
Advantage
Tests are also effected by Advantage, which is a pool of dice and coins. For 1 Advantage, or 1 ADV, flip a coin, if it is heads add 1 to your total, if tails add 0. 1 Disadvatage, or 1 DIS is the same, except if you get a heads subtract 1 from the total. This shifts the probability table above in small but significant increaments. For ever 2 Advantage, or 2 ADV, You roll 1p6 and add it to your roll instead of flipping a coin, same for 2 Disadvatage, or 2 DIS, except you subtract it from your roll.
Advatage Pool
# of ADV | Pool |
---|---|
1 | base pool+1c |
2 | base pool+1p6 |
3 | base pool+1p6+1c |
4 | base pool+2p6 |
5 | base pool+2p6+1c |
Disadvatage Pool
# of DIS | Pool |
---|---|
1 | base pool-1c |
2 | base pool-1p6 |
3 | base pool-1p6-1c |
4 | base pool-2p6 |
5 | base pool-2p6-1c |
Some times you might gain both ADV and DIS in this case they cancel out and you don't flip any coins. So for +2 ADV and +1 DIS, you would just flip one ADV coin.
Note
Instead of using coins you could always, use a 1d6 dice and anything at or higher than 4 is a 1 (4, 5, 6), and anything at or lower than 3 is a 0 (3, 2, 1). This is the same as fliping a coin.
For VTTs that don't offer a coin flip just use the following equation for ADV and DIS coins
1d6>3
You can experiment with how Advantage effects the Roll Table using this formula on anydice. To adjust just change the 1's in front of the d. The first is the p6 dice the second is the Advantage coin. If you want to see how disadvantage works change the + to a -.
Optional: Max Advantage
We recommend making a Cap on Advantage and Disadvantage as this helps make perparing enemies for the GM a little easier and also it helps keep the pool system in the lower numbers. But if you are ok with a little added complexity you can either increase the cap a certain levels or just don't place a cap at all.
Max Advantage: 5 ADV
Max Disadvantage: 5 DIS
Critical Roll
Anytime the Natural Dice pool, Dice pool exculding Advantage coin pool, hits its highest rating, ie 1d6 rolls 3 or 3d6 rolls 9, the player can flip an ADV coin until they get a 0. Summing up the total to be their entire score. This means that even if your Natural Dice Pool wont allow you to hit the DL set by the GM, you always have a chance, albeit a slim one.
GMs say you have a PC that has a AL of 1 in their Mental Attribute, the highest DL they can Naturally overcome is a 3 at a 16%. So if you give them a 4 DL they would never overcome it. This would be frustrating, so instead if the PC rolls their Natural Highest number allow them to flip an ADV coin until they no longer get a 1, and add the sum if they meet or exceed the DL they succeed!
Example
Jake is trying to influence a Merchant to give him a 50% discount. The GM determines he need to roll a Mental Test against a DL of 5 to succeed. Jake only has a Mental AL of 1. So he first most roll a 1d6, if he gets a 3 he can then flip a ADV coin until he gets a 0.
On his first roll he gets a 3
On his first flip he gets a 1
On his second flip he gets a 0
His total comes in at 3 + 1 + 0 = 4 which doesn't meet the DL of 5 so he fails and must pay full price ๐
Situatuational Advantages
Some situatuations will lead to you having advantage on an opponent. These are at the descretion of the GM, but normally being behind a target when attacking should lend you +1 ADV, or being to the side of your target should lend you +1 ADV. If you are crouched behind cover without the enemy knowing you are there and as they walk by you should gain at least +1 ADV. If you are using a ranged weapon and you have the high ground you should gain +1 ADV. This is not a comprehensive list of sitiuational Advantages, but should give you an idea when a player should gain an +1 ADV on an attack.
This goes for DIS as well. Say your fighting on rough terrain you should gain +1 DIS on all actions while on this terrain.
This goes for outside combat as well, running through mud or a swamp will gain you +1 DIS. While flying with the wind gains you +1 ADV.
Example
If you are behind an enemy, you gain situational +1 ADV. Your character is a rouge so you gain +1 ADV to all sneak attacks. But you don't have a proficency in light weapons and you are using a knife, so you gain +1 DIS. This would lead to you only flipping one coin for ADV adding its value to you total.
Coin Pool | Name | Description |
---|---|---|
2 | 2xDIS | subtract from total |
1 | DIS | subtract from total |
0 | NORM | Normal |
1 | ADV | add to total |
2 | 2xADV | add to total |
NOTE: you can gain more than double ADV or DIS, in this case just flip as many coins as you get stacked advantages
You can not redo failed tests!
Unless the GM says it is okay, but you should never retest more than 3 times, at this point your player becomes discourage from trying again.
Obstacles
Obstacles are challenges that usually require a Test to overcome. Obstacles may include attempting to barter with a shopkeeper, pick a lock, search a room for a hidden item, or resolve a conflict with words rather than swords. The Game Master may determine your roleplaying is sufficient in overcoming the Obstacle and grant you an immediate success without having to Test; however, in most situations, a Test will be necessary to determine the outcome.
Types of Tests
Physical Tests
Roll your Physical Attribute Level dice pool against the DL the Game Master has specified
Mental Tests
Roll your Mental Attribute Level dice pool against the DL the Game Master has specified
Prime Tests
Roll your Prime Attribute Level dice pool against the DL the Game Master has specified
Save Tests
Obstacles may arise that require you to make whatโs called a Save Test in order to prevent something from happening to you. For example, you need to successfully leap out of the way as a trap springs, or youโre climbing a rope when it snaps and could potentially fall. Save Tests are also used to stabilize yourself if you begin a turn at 0 Hit Points (HP). Save Tests are just like regular Tests, if the Obstacle is physical in nature you roll Physical Test or mental in nature roll a Mental Test.
Death Saves
Death saves are a special kind of save test. When a player's HP has reached 0, the GM will call for a Death Save on the players next turn and the player will roll 1p6 at a DL of 1. If you fail, you get one more turn to roll a Death Save at +1 DIS, if you fail, your Adventurer is killed. Period. There is no preventing it. Game Masters are advised to keep these situations few and far between. See Death for more information.
Attack Tests
Work the same way as regular tests except the Difficulty Level (DL) is equal to the enemies Armor Class (AC). They are essentially the same thing see Difficulty Levels Table or the foes page, which give suggested enemy DLs/ACs. Enemy Types are defined closely to Advanced Tiny Dungeons. Roll a Physical Test against the DL/AC specified. You succeed if you reach at least the DL/AC of your enemy. If you are wielding a Light Melee/Ranged weapon you do a base damage of 1, while a Heavy Melee/Ranged weapon does a base damage of 2. See Weapons.
If you are using Magic as an attack you'll roll a Mental Test against the DL of that spell if you successful you will automatically hit the target, unless they evade the spell. See magic for more details
Against Tests
Against Tests are usually a reaction test to something that just happened to you. Maybe you just got attacked and you are evading that attack, so you are working to do better than your opponents dice roll. The Difficulty Level (DL) for this test is Opponent's Test Roll
at +1 DIS.
Awareness Tests
When testing if you notice something or not the GM will have you roll a Mental Test at a certain DL. If you pass you notice whatever it is. The GM also might decide to do this in secret not letting you know what is going on to give the party that surprise factor ๐.
Initiative Tests
Before Combat begins the GM will have everyone roll a Prime Test, The highest number goes first, lowest goes last. GMs should only roll once for the entire enemy group placing their turns in the Initiative order all in the same spot.
Fate Flip
Once per Level, a player get a chance to preform a fate flip test. A fate flip test is a special test. Before or After rolling any test the player may decide to use their fate flip, they will flip 1 ADV coin and 1 DIS coin. If the ADV coin lands on a 1, they automatically succeed and it seems supernatural. If the DIS coin, lands on a 1, something bad happens like a [[combat#Optional Rule: Critical Fails|Critical Fail]]. You can both succeed and have something bad happen to you at the same time. You may also have nothing happen at all, if they both land on 0. Or you may succeed and nothing happen to you. Or Conversely, you don't succeed, but something bad does happen to you.
For example: After rolling a failed attack, you decide to make a fate flip. You get a 1 on the ADV coin and a 1 on the DIS coin. This means you automatically hit your oppenent, maybe with a +3 damage if the GM is nice ๐ , but you also break your sword in the process and it is no longer usable.
Table of Contents
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How to Play
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Resources
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Optional Rules