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BRP Magic World Quick Start Quide page 6

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5
IF YOU'VE NEVER PLAYED A ROLEPLAYING
GAME BEFORE, READ THIS FIRST!
Don't panic! Despite all the rules, charts,
and arcane language, you already know
how to play this game. It's simply the same
'let's pretend' games you played as a child.
But in Magic World, and other roleplaying
games, there are rules to describe how the
world works, and how your characters in-
teract with it. And to solve the perpetual "I
got you!" "No, I got you first!" problems.
Magic World has only a few core principles
to keep in mind, and once you know these,
you should be fine:
• Attributes are usually 3-18 (the higher the
better), human average is 10-11. Make an
attribute roll when there is no opposition
and a resistance roll when there is an op-
posed force that can be rated.
• The Resistance Table is based on equal
forces having a 50/50 chance against one
another. The more unequal the forces are,
the greater the difference. Both scores'
Magic World Quick-Start
chances always add up to 100%.
• Skills have percentile ratings (the higher
the better), and you want to roll low to suc-
ceed. A roll of 99 and/or 00 is a fumble. A
roll over your skill is a failure. A roll equal
to or under your skill rating is a success. A
roll of 1/5 your skill is a special success. A
roll of 1/20 your skill is a critical success.
• Occasionally, skill ratings will be mod-
ified by a value (usually within the range of
±20%) if some contributing factor makes
things more difficult, or if something makes
the skill attempt easier.
• When you run out of Hit Points, you die.
• Most spells use Magic Points for fuel.
When these run out, you fall unconscious.
Everything else can be determined during
the course of play, or explained as required.
If knowledge of the rules is getting in the
way of actually playing, better to play.
Remember, this is a game! Have fun with it.
How to Play

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