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==Core Mechanics== It's important to note that many game mechanics in Wrath and Glory are ''session'' based, meaning the game balance is directly impacted by the extent to which the players (and GM) are distracted by things like side conversations, snacks, bathroom breaks, or anything else which modifies the number of sessions it takes to get something done. This is, of course, insane. ===Rounding=== All fractions are always rounded up. ===Ties=== In any contest, ties go to the "attacker", i.e. whoever instigated the test - for example, in a Persuasion contest, this would be the Persuader, not the Persuadee. Just remember this old adage: "Meets it beats it". Wherein if you meet the check even at the bare minimum, you pass. ===Tier=== The GM determines a "tier" for the campaign, which is an integer from 1 to 4; on a very broad level, this describes the "power level" of the campaign. The Tier sets a variety of other variables, such as the greatest number of bonus dice or greatest penalty a roll can receive, the number of points characters are built with in chargen, and so on and so forth. The tier system reflects a combination of a given character's combat ability, authority, and wargear access, among other things. A Tier I character would be a [[Imperial Guard|Guardsman]], [[Eldar Corsairs|Eldar Corsair]], or [[Ork Boy]] (grunts, essentially), while things like Space Marines, [[Eldar]] [[Warlock (Eldar)|Warlocks]], and [[Commissar]]s would be Tier III. Any given campaign will have an agreed-upon Tier set for it, which will dictate limits on Archetypes, dice pool limits, and the overall challenge level of the campaign. This ensures that a given campaign won't pit characters against anything too easy or too hard for their expected power level- an individual Genestealer that would be the main villain of a Tier I game session would only qualify as a basic mook in a Tier III game, for example. The tier system features blatantly pro-Primaris propaganda, placing basic Primaris units on the same tier as Librarians and Inquisitors, and otherwise putting a middle finger up to a wide variety of units deemed ‘inferior’, which could nevertheless destroy them in lore. Let’s see how superior you are when a Rogue Trader orders a macro-strike on your squad, or a Rogue Psyker makes your head explode. To a degree, it also feels a little too compressed, as while there are archetypes out for space marines for advanced roles like Libararians and Chaplains, these rules were not extended to their Primaris counterparts since doing so would require actually making a Tier 5, thereby forcibly re-shuffling the tierlists. * '''Archetypes By Tier''' **'''Tier 1''': Ministorum Priest, Sister Hospitaller, Imperial Guardsman, Inquisitional Acolyte, Inquisitorial Adept, Inquisitorial Sage, Hive Ganger, Cultist, Eldar Corsair, Ork Boy, Tech-Adept, Ratling Sniper, Kroot Mercenary **'''Tier 2''': Death Cult Assassin, Sister of Battle, Tempestus Scion, Space Marine Scout, Sanctioned Psyker, Rogue Trader, Skitarius, Scavvy, Rogue Pskyer, Eldar Ranger, Ork Kommando, Sister Repentia, Confessor, Ogryn Warrior, Lexmechanic, Interrogator **'''Tier 3''': Crusader, Imperial Commissar{{BLAM|'''*BLAM*'''}}, Tactical Space Marine, Tech-Priest, Desperado (read: John Wick), Chaos Space Marine, Heretek, Eldar Warlock, Ork Nob, Sister Dialogus, Imagifier, Seraphim, Sicarian Infiltrator, Sicarian Ruststalker, Bullgryn, Sisters of Silence Prosecutor **'''Tier 4''': Inquisitor (sick!), Primaris Marine Intercessor, Canoness, Astartes Apothecary, Astartes Chaplain, Astartes Librarian, Primaris Reiver, Tech-Priest Dominus, First Company Veteran (Both in power armor and terminator loadouts) **'''Tier 5''': There is no official tier 5, but the rulebook states that groups can make tier 5 a reality to play things like high ranking space marines, Lord Inquisitors, or Arch-Magi. Going to tier 5 is as simple as making starting XP 500. ====Ranks==== More akin to actual levels, with a lot of talents and class features keying of ranks. You rank up for every 40 XP spent, with the ability to Ascend to a higher tier once you reach 100 XP if the GM permits it. ===Pool of D6s=== Anything you attempt to do with chances for success and failure represents your chances with a pool of D6s; you roll them, with each 4 and 5 counting as 1 success, and every 6 counting as 2 successes, meaning the average per die is 2/3. Everything you attempt to do has some Difficulty Number (DN); you need at least these many successes to "succeed", and extra successes may count for something, depending on the task. As such, this is deeply reminiscent of the FATE core rules, and offers no improvement over the D% system, except that you will often require more dice and probabilities are harder to calculate. ====Greatest Bonus or Penalty==== For any roll or test, the greatest number of bonus dice you can receive is equal to Tier+3, and likewise, the greatest DN penalty (the highest positive modifier the DN can receive) is equal to Tier+3. There is no limit to "static" bonuses you may receive, or to additional dice which are not bonuses (such as exotic ammo types which add damage dice) - only ''bonus'' ''dice'' are capped. ====Taking Half/Buying Success==== Like taking 10 in Dungeons and Dragons, in Wrath and Glory, when the situation is not stressful (i.e. the consequences of failure are typically insignificant), you can simply divide your dice pool in half and declare that many successes. It is GM discretion when this is appropriate. No matter how big your pool, if you do this, you cannot end up with more successes than Tierx2. The rulebook refers to this as "Buying Successes". ====Shifts and Tests vs Rolls==== ''Rolls'' are distinct from ''tests'', although the rulebook is not consistent about obeying its own rules on this matter; in essence, a roll is like a test with DN 0, but the fundamental distinction is that a ''test'' uses ''shifts'', while a ''roll'' counts all successes - ''shifts'' are dice rolls of 6 (2 successes at once) above and beyond what you need. If taking the shift away from the test would prevent you from succeeding, you don't count it as a shift. For example, Joe the Scum makes a Toughness roll and a Toughness test, DN 1. He rolls 1, 2, 3, 4, 5, 6 on both. On the roll, he had 4 total successes (1 for the 4, 1 for the 5, 2 for the 6). On the test, he had 2 - 1 for beating the DN, and a second for that 6, because he can subtract the 2 successes without failing the test. Had the DN been 3, he would have had only 1 success, despite the 6, because he could not have dropped the 6 and still succeeded. Additional successes on ''tests'' usually improve the result in some non-linear fashion; for example, when rolling to hit, a shifted die becomes a damage die, while for making a fire, a shift might make the fire bigger, or make it take less time to get going. Generally, it is up to the GM how to adjudicate what a shift does; the rulebook offers relatively little guidance on this, beyond the core concept that shifts should either get things done faster or get better things done. One of the few listed examples is that, 1/test, provided the DN was at least 1, a maximum of 1 die can be shifted into a Glory point. Additional successes on a ''roll'' are usually strictly linear - for example, the more successes you get on a Soak roll, the more you Soak. Note that ''tests'' and ''rolls'' are distinct in terms of any other rule referencing those terms - for example, many things, such as sustaining a Psykic Power, make tests more difficult ''without'' making rolls more difficult. =====Opposed "Rolls"===== The game also has opposed "rolls", which it refers to as both a "roll" and a "test" in the relevant rules block; which is intended is ''probably'' "test", as opposed rolls retain the concept of DN penalties, which ordinarily are not even defined for rolls (the distinction is important, because you can only ''shift'' - e.g. for Glory - on a ''test''. not a ''roll''). Specifically, both actors roll their relevant dice pool, but any DN penalties either would suffer is instead a bonus to the opposing pool (because this combines parallel caps - you can't have a bigger bonus than the maximum bonus for your tier, or a bigger penalty than the maximum penalty for your tier - into one combined cap, and because what this does is lower an actor's needed number from 1 per DN penalty to 2/3 per DN penalty, this means opposed rolling is intrinsically much easier for both sides than normal testing is). Whoever rolls higher is the winner (ties go to the instigator); it is not clearly defined anywhere whether or not the winner can ''actually'' treat the loser's roll as the DN on a passed test for the purposes of ''shift''s, so discuss with your GM. ===Wrath=== 1 die in every ''test'' (rolls with DN at least 1) must be a <s>[[D6 System|Wild]]</s> Wrath die; it may be possible for there to be multiple Wrath dice (such as when psykers cast their powers), but typically, there is exactly 1 Wrath die. This die behaves like any other, except that on a 6, you generate a Glory point (see below) and score a Critical Hit if the test is successful and critical hits are defined for the task at hand. 1s on the Wrath die, on the other hand, cause "Complications", which are excuses for the GM to make you suffer. ====Critical Hits==== Critical hits are typically defined only in combat, where they both set minimum wounds dealt to 1, and let you draw from a [[fun]] deck of cards the GM has, roll on a table in the book, or any other way the GM deems appropriate to determine what horrible, horrible thing has happened to the target. Combat is discussed in detail below, but of particular note here is that due to how the rules on damage interact, when you do critically hit, a damage roll that would otherwise be exactly 0 (i.e. equal the target's damage resistance, called "resilience") does ''more'' net damage than a roll of 1, so when you critically hit and would deal 1 damage, if you have a way to reduce your damage by 1, you should do so. ===Glory=== This mechanic penalizes the players for taking too many sessions to get something done - Emperor forbid wanting drama or roleplay or something like that; there is a party-wide resource called Glory, and at the start of each session, it resets to 0. Glory has a maximum capacity of either 6 or "the number of players plus 2", whichever value is higher; because the rulebook does not clarify when to check the player count, it is not clear whether or not the Glory pool's size changes if players show up late or leave early. In order to maximize [[skub|fun]], there is no system in place for arbitrating what happens when at least 1 player wants to consume Glory and at least 1 does not want it consumed, but it is consumed by 1 player at a time when used. Glory can do 4 things. *Each Glory Point can become an unrerollable bonus die (subject to the standard bonus dice limit set by your tier). *Each Glory Point can become +1 damage (which is not a bonus die, and hence not restricted in any way by tier). *Typically, critical effects have a listed way for Glory to be spent to make them even worse for the target. One particularly popular way is to simply increase damage dealt by 1. *A Glory point can be spent when a character wants to preempt another character's activation.
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