community-cypher-system-ref.../patches/de-ogcsrd/061-remove-calling-for-rolls.patch
Brian S. Stephan 281a0acbe1
remove a lot of the OG extra content and similar references
these are things that are not included in the core commons version
because they're homebrew, because they are a lot of writing/creativity
that I don't feel comfortable stealing/distributing, or so on. most of
Old Gus's and the community's content is removed in order to have a
near-CSRD state

what remains is the rules clarifications, errata, splicing together some
information from secondary sources (like the Starter Set or from game
authors on Twitter), and organizational assists

things removed includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one

stuff that's likely to get folded into my core is arbitrarily numbered
300s instead of 000s
2025-07-23 11:17:49 -05:00

57 lines
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Diff

--- _tmp/ccsrd.md 2025-07-21 17:08:19.495832614 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 17:08:54.988056328 -0500
@@ -75864,45 +75864,6 @@
------------------------------------------------------------------------------------------------------------------------
-##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-When it comes to [rolling the die](#rules-rolling-the-die), players will learn the game faster if the GM calls for rolls
-using a consistent approach. Remind players that any [action](#rules-actions) PC's take is [resolved the same
-way](#this-is-how-you-play-the-cypher-system). Here are a few steps you can take to smooth out calling for rolls and
-resolving them with players:
-
-- **Tie the Action to a Stat:** [determine which stat](#tying-actions-to-stats) is being tested: [Might](#might),
- [Speed](#speed), or [Intellect](#intellect). If you're not sure which to use, ask the player *how* their PC is
- doing what they are doing.
-
-- **Set the Difficulty:** Select a [task difficulty](#running-task-difficulty)---usually between 0--10, and decide if
- any modifications are required---these might come from a creature's listed modifications, or external circumstances
- that might ease or hinder the task by one or more step (for example, a strong wind interfering with---or aiding---a
- PC's jump across a wide chasm).
-
-- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the
- target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You
- can withhold or be vague about difficulty if you like, but new players tend to benefit from
- knowing the difficulty until they get the hang of things.
-
-- **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using
- their [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and
- [Effort](#modifying-the-difficulty-effort). It's good to set a few low difficulties players can modify all the way
- to 0, becoming a [routine action](#routine-actions), and succeed without a roll. If you are setting an impossible
- difficulty---7 or higher---inform the player that the task can't succeed unless they modify the difficulty in their
- favor. You might need to remind them about applicable skills, any assets they possess, and to use Effort at first.
- If another player wants to use their action to [help](#cooperative-actions), that's a good thing!
-
-- **Announce the Target Number:** Multiply the final difficulty by 3, inform the player of the target number, and
- prompt them to roll the die.
-
-- **Resolve the Action:** Narrate the results of the roll. If the PC used a [special ability](#choose-abilities) or
- [Effort](#effort), total all [Pool](#pool) point costs, then subtract their [Edge](#edge) in the task stat from the
- total. Some players will use Effort on every roll at first. If players mention their [Pool](#pool) points are
- running low, remind them that their first [recovery roll](#recovery-rolls) takes only one action to use.
-
##### Keeping Track of Numbers [#](#keeping-track-of-numbers){.og-h-anchor aria-hidden="true"} {#keeping-track-of-numbers .og-h-small}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77208,7 +77169,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
-- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}