Exploring and interacting
Combat is the most heavily ruled part of the game. The rest, which takes up most of it, runs on far less.
What already exists
Outside combat everything goes through the ordinary loop: you describe, the GM sets a RollRule wordRoll2d12 + one Characteristic + one Aptitude, measured against a DC, an AC or an Opposed Roll. and a DCRule wordDCThe difficulty a Roll has to reach, set by the GM or by a rule. where there is one, the result settles it. The chapter on the Roll therefore already holds the rules.
Several basic Skills earn their keep mainly here. Se cacherBase ActionSe cacherVous vous soustrayez à la vue, depuis un couvert, une pénombre, ou le dos d'une créature occupée ailleurs. Effectuez un Jet opposé de Dextérité + Discrétion contre le Jet d'Esprit + Perception de chaque créature qui pourrait vous…Open the entry → and ChercherBase ActionChercherVous fouillez ce qui vous entoure, ou vous cherchez ce qui se dérobe. Effectuez un Jet d'Esprit + Perception pour ce que vos sens peuvent saisir, ou d'Intelligence + Investigation pour ce qu'il faut déduire. Le MJ fixe le DD. Contre une…Open the entry → oppose one another, and ImproviserBase ActionImproviserVous tentez quelque chose qu'aucune Compétence ne couvre. Dites ce que votre personnage cherche à obtenir et comment il s'y prend. Le MJ répond trois choses : si c'est possible, ce que la tentative coûte et risque, et quel Jet la tranche.…Open the entry → covers what no entry anticipates.
The Loot Opportunity, described with equipment, is the only moment of exploration that any rule puts a number on today.
What is still to be written
Aubaine does not yet publish rules for:
- travel and its pace;
- light, darkness and what can be perceived in them;
- how long a search takes and what it turns up;
- environmental hazards;
- the structure of a social scene.
None of that is settled by a dedicated mechanic. Until then the GM leans on the ordinary loop and on the difficulty ladder.
This page will be filled as those rules are written.
