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Super Mario RPG
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===Core Mechanic=== The primary mechanic is a dicepool system similar to [[Shadowrun]]: when performing any sort of test or check, roll Xd6, where X is the character's most pertinent stat to the task at hand as well as any additional modifiers such as from equipment or power-ups (note that total mods cannot exceed the value of the stat). A die that rolls a 4-6 counts as a "success" or "hit," and the successes are totaled and compared against a threshold or an opposing test. If the threshold is met, the check is successful. The more net hits, i.e. the more hits rolled above the threshold or opposing test, the greater the degree of success. As GM, you can decide if you wish to implement the rule of "exploding dice" (a die that rolls a 6 counts as both a success and a free reroll). '''Example:''' A character finds a strange mushroom growing just outside a power plant, and he wants to know what it is. To identify the mushroom, it would be a Smarts check; if he has 3 Smarts and is carrying a book on flora and fauna, which the GM rules is a +1 modifier for the test, he rolls [3+1]d6 = 4d6. The threshold for the test is (secretly) established at 1. In this case, no successes means the character can't immediately find the mushroom in his book or can't jog his memory enough to remember it at this time. One success means the character properly identifies the mushroom as a Volt Shroom, while two successes would both identify the mushroom and offer more exact information, particularly its function (renders a character or object electrified for a period of time). ====Team Tests==== Even Mario rarely works alone, so relying on comrades, friends and partners is a fruitful experience. If a character needs help from another with a test, be it forcing a door open, doing extensive research in a library or forcing a character's opinion, a '''team test''' may be employed. Denote one character to be the primary actor who will perform the test normally. All other helpers roll the same test except against a flat threshold of 1 success instead of the original test's difficulty. For every helper that passes the assistance test, add one die to the primary actor's dicepool. Combine the total numbers of successes afterwards, not counting the one needed to pass the assistance test; for every three successes rolled, add an extra die to the primary actor's dicepool. Then the primary actor may proceed with the test as normal with the extra bonus dice.
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