Confidence: Difference between revisions

From Project: Redcap
(→‎Legacy Page: Removed category characters.)
(If we're going to keep this, then one page for confidence, confidence points, and confidence score. Removed synopsis section so beginning is lead, with explanation of points v. score, and pnts and score each bolded. Other format changes.)
Line 1: Line 1:
 
In situations of great peril, or simply to bolster the intended action, some characters can call upon their '''confidence'''. To do this the player spends one or more '''Confidence Points''', up to a limit of the character's '''Confidence Score''', and gets a +3 bonus to the total of one [[die roll]] for each point spent.
==  Synopsis ==
 
In situations of great peril, or simply to bolster the intended action, some characters can call upon their '''confidence'''. To do this the player spends one or more [[Confidence Point]]s, and gets a +3 bonus to the total of one [[die roll]] for each point spent.


==  Limits of Confidence ==
==  Limits of Confidence ==
 
* Only [[Magus|magi]] and [[companion|companions]] have Confidence; [[grog}grogs]] don't.
* Only [[Magus|magi]] and [[companion]]s have Confidence; [[grog]]s don't.
* Players may not spend more [[Confidence Point]]s than the character's [[Confidence Score]] at a time.
* Confidence can usually not be spent on long-term events, such as lab activities.
* Confidence can usually not be spent on long-term events, such as lab activities.


==  References ==
==  References ==
* [[ArM5]], p. 19, 33.
* [[ArM5]], p. 19, 33.


==  See also ==
==  See also ==
* [[Self-Confident]] ([[Virtue]])


* [[Confidence score]]
==  Legacy Page  ==
* [[Confidence point]]
* [[Self-Confident]] ([[Virtue]])
===  Legacy Page  ===
The history of this page before August 6, 2010 is archived at [[Legacy:confidence]]
The history of this page before August 6, 2010 is archived at [[Legacy:confidence]]
[[Category:Rules]]
[[Category:Rules]]

Revision as of 20:57, 15 June 2013

In situations of great peril, or simply to bolster the intended action, some characters can call upon their confidence. To do this the player spends one or more Confidence Points, up to a limit of the character's Confidence Score, and gets a +3 bonus to the total of one die roll for each point spent.

Limits of Confidence

  • Only magi and companions have Confidence; [[grog}grogs]] don't.
  • Confidence can usually not be spent on long-term events, such as lab activities.

References

See also

Legacy Page

The history of this page before August 6, 2010 is archived at Legacy:confidence