Night Wizard!:Judging

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Judging

Not all of one's actions will have the successful result they wish for. Particularly when an enemy is concerned. This section explains the rules to judge the right and wrong of an action - Judging.

What is Judging?

In NW2, not every one of a character's actions can go as wished. If everything succeeded - or if everything failed - the game would not be interesting. Thus, the roll of two dice decides whether an action is successful. The rule to decide between success and failure is known as Judging.

Types of Judging

All judging requires an in an Achievement Value. The Achievement Value is calculated by adding 2d6 to a "Judge Attribute" (either a Basic or Combat Attribute) relevant to the action. Two types of Judging exist, Ordinary Judging and Conflict Judging.

Basic Judging

For a character to perform an action such as forcing a door or leaping over a fence, the simplest type of Judge - an Ordinary Judge - is used. For example, in a Strength Judge one would add 2d6 to their Strength to calculate an Achievement Value. The action will then succeed if the Achievement Value is greater than the Difficulty Level specified by the GM.

Conflict Judging

Whether in battle or in spellcasting, there are many occasions when the actions of PCs and NPCs clash with one another, Those situations call for a Conflict Judge. Conflict Judges do not have a Difficulty Level, but are decided by the comparison of Achievement Values. To perform a Conflict Judge, first the Active Party (the initiator of the action) and then the Passive Party (the target of the Active Party's action) should calculate an Achievement Value. After this, the greater of the two Achievement Values is the successful party. In the event both values are the same, the Active Party is considered to be successful.

Basic Attributes and Judging

When a Judge is performed, a suitable attribute for the action must be chosen. GMs and players can refer to the descriptions in Night Wizard!:Construction to choose an appropriate attribute. The GM has the final decision in which attribute to use. In the case of combat-related judges such as accuracy and evasion, Combat Attributes are used instead of Basic Attributes. A detailed explanation of combat rules shall be given later.

Judge Value

A value decided by the combination of the basic attribute chosen by the GM and any equipment, skill, or other modifiers.

Judge Value + 2d6 In NW2, in combat and spellcasting as well as ordinary actions, this is the formula to calculate the Achievement Value.

Judge Concession

One may choose to deliberately fail a Judge. A character can voluntarily reduce their own Achievement Value to 0 during the judging process.

Difficulty Levels

During a game, when a player makes a Judge, it is necessary for the GM to specify a Difficulty Level. An explanation of Difficulty Levels is given below.

  • Simple: Difficulty Level 0-9

Unless affected by dreadful luck (a Fumble), it is very unlikely anyone will fail a task of this Difficulty Level.

  • Ordinary: Difficulty Level 10-12

One will not normally expect to fail a task of this Difficulty Level.

  • Halfway: Difficulty Level 13-15

One has about a fifty-fifty chance of failing a task of this Difficulty Level. If your ability is low, failure is quite likely. While if your ability is mediocre, failure remains possible. Bystanders might comment 'How unlucky...' when witnessing a failure like this.

  • Challenging: Difficulty Level 16-21

A task of this Difficulty Level is extremely difficult for a normal human. Only an individual of exceptional ability can be confident of success. Bystanders might comment 'Oh, my...' when witnessing a success like this.

  • Expert: Difficulty Level 22-29

This Difficulty Level is the exclusive domain of experienced professionals. Novices are guaranteed to fail. Even those with experience are likely to fail. A success will inspire shouts of admiration in all who witness it.

  • Master: Difficulty Level 30 or greater

Even a master has a chance of failure at this Difficulty Level. Witnessing a success like this is on par with witnessing a miracle.

Criticals and Fumbles

The Achievement Value of any judge may be affected by the Critical Number or Fumble Number. When the Critical Number or Fumble Number are rolled on the dice, a Critical or Fumble will result.

Critical and Fumble Numbers

Critical and Fumble Numbers are the numbers which result in a Critical and Fumble when rolled on the dice. The GM may instruct them to be chosen at pre-play or during the session itself. Each player should roll 2d6 (this is not a judge.) The results determine one's Critical and Fumble Numbers. The Critical Number should be rolled first and than the Fumble Number. If both numbers are the same, the Fumble Number should be re-rolled.

CF Modifier

One can alter their Critical and Fumble Numbers using their CF Modifier. By spending one point, they can raise or lower either number by 1. However, the numbers can never be the same. Also, the minimum value is 2 and the maximum number is 12.

Using Prana

Prana can be used to affect essentially any judge. One must state how much prana they wish to use prior to the dice roll. The maximum number of points they can use is equal to their Liberation Power. For each point of Prana used, an additional 1d6 can be added to the Achievement Value. For a more detailed explanation of the use of Prana, see page 198.

The How and Why of Night Wizard: Criticals and Fumbles

File:NazeNani.png

Kyouka-chan: Thank you for waiting, everybody.

It's time to explain Criticals and Fumbles.

Maken-kun: Criticals from heaven, and Fumbles from hell...

They're the true charm of Night Wizard.

Kyouka-chan: Do you understand what to do when you roll a Critical or Fumble?
Maken-kun: Well, if you get a Critical, you roll again, and if you get another Critical, you keep on rolling.

After that, the achievement value is the final dice roll, plus the number of Criticals you rolled times ten.

Kyouka-chan: Then, if the Judge Value is 11, your final dice roll was 7, and you rolled three criticals... what's the Achievement Value?
Maken-kun: Forty?
Kyouka-chan: Too bad. It's 48.

Now then, what if the final dice roll were a Fumble?

Maken-kun: You would treat the Fumble as a normal dice roll, so the result would be the same?
Kyouka-chan: Very good.

Now, what if you rolled a Fumble first thing?

Maken-kun: Eleven minus ten means an Achievement Value of 1.
Kyouka-chan: Correct. You do not roll again for a fumble.
Maken-kun: By the way, what if you use Prana to boost the Achievement Value but then roll a Fumble?
Kyouka-chan: Don't worry, you will get your Prana back if that happens.

Criticals

If you roll your Critical Number on a 2d6, consider it as a bonus modifier of +10 and then roll 2d6 a second time. This effect may happen repeatedly. If you roll your Critical Number again, continue adding to the sum and rerolling. This can continue for as long as you roll your Critical Number. In addition, if you roll your Fumble Number after a critical, treat that number as if it had been a normal dice roll. The following formula shows how to calculate the Achievement Value with Criticals:

Achievement Value = Judge Value + (Number of Criticals Rolled x 10) + 2d6 + Other Modifiers

Fumbles

If you roll your Fumble Number on a 2d6, the Achievement Value is your Judge Value minus ten. Unlike a critical, you do not roll again. Modifiers to the Achievement Value due to Prana are not applied. Any Prana spent will be returned to you. fixme The following formula shows how to calculate the Achievement Value with a Fumble:

Achievent Value = Judge Value - 10

Modifiers Lost by Fumbling

The easiest method is to ignore all modifiers applied after the calculation of the Judge Value.

The GM's Critical and Fumble Numbers

The GM's Critical Number is 10 and their fumble number is 5.

Judging Flowchart

  • GM declares the Difficulty Level of the Judge
  • Calculate the Judge Value
  • Declare intent to boost the Achievement Value with Prana
  • Roll 2d6 and add to the Judge Value
  • Roll 1d6 for each point of Prana spent and add to the Judge Value
  • Calculate the Achievement Value
  • If the Achievement Value exceeds or is equal to the Difficulty Level, success!
  • If it is lower, failure!

The Process of Judging

Above is a flowchart showing the process of Judging. Whether to perform a Judge or not is the decision of the GM. The players may request a Judge, but the GM has the final decision.

Calculating the Judge Value

Next, the player should calculate the Judge Value. The GM chooses the appropriate attribute, to which skill and equipment modifiers are added, and may specify additional modifiers.

Spending Prana

Prana can be used to boost the Achievement Value. See Page 186 for more detail.

Rolling the Dice

The player now rolls 2d6. If they roll their Critical Number or Fumble Number, please refer to the 'Criticals and Fumbles' section above..

Rolling Prana Dice

For each point of Prana spent, an additional die may be rolled. See Page 186 for more detail. However, if a Critical or Fumble was rolled earlier, do not roll the dice again.

Calculating the Achievement Value

Sum the Judge Value and all modifiers, the dice rolls, and any additional modifiers the GM has added to calculate the Achievement Value.

Success or Failure

If the Achievement Value is greater or equal to the Difficulty Level specified by the GM, the Judge was successful.

Done!

The Judge is now complete.

Conflict Judging

In a Conflict Judge, after the Active Party performs a Judge, the Passive Party should as well. The two Achievement Values are then compared, and the party with the higher value is successful. If the Achievement Values are the same, the Active Party is successful.

Difference Value

A Conflict Judge may result in a Difference Value. In the event that the Active Party succeeded, calculate the amount by which their Achievement Value differed from that of the Passive Party. This amount is the Difference Value. If the Passive Party succeeds, a Difference Value is typically not required.

Achievement Values without Judging

When for some reason it is not possible, but necessary to perform a Judge, the unmodified Judge Value may be used as the Achievement Value.

Any Seven

When the GM needs to perform a Judge for an NPC (enemy) or a trap, rather than roll the dice, they may wish to instead assume a dice roll of 7. This is called "Any Seven." In the case that the players search for clues, traps or items, performing a dice roll may inadvertedly inform the players that they are present. It is not recommended to use Any Seven in combat, but it may be more practical when there are a large number of enemies.

The Consequences of 7

Naturally, when performing a Judge using Any Seven, Criticals and Fumbles should not occur.

Challenging a Judge