GAME BASICS

Dice and Pips
In SWB3 most stats (attributes, skills, damage, etc.) are expressed as a “dice code” that represent a number of six-sided dice rolled and then totaled; and in many cases a number of “pips” added to the total from the dice rolled.

Each “die” (always a six-sided die in SWB3) can be broken into three individual “pips.” This is particularly important when Creating and Modifying Templates and when adding or subtracting dice codes to and from one another.

Examples: 2D+1 plus 1D+1 equals 3D+2, 3D+2 plus 1D+1 equals 5D, 4D plus 2 pips equals 4D+2, 4D+2 minus 1D+1 equals 3D+1, 3D+1 minus 1D+2 equals 1D+2, 1D+2 plus 1 pip equals 2D, 2D plus 3D+2 minus 2D+1 equals 3D+1

The Two Basic Mechanics
Straight Checks These are typically attribute or skill checks that are rolled against a set difficulty number.  There may be various situational modifiers that either increase the number of dice rolled and/or lower a set difficultly number (bonuses), or reduce the number of dice rolled and/or raise a set difficultly number (penalties). 

The Base Difficulty Numbers are as follows:

  • Very Easy = 5
  • Easy = 10
  • Moderate = 15
  • Difficult = 20
  • Very Difficult = 25
  • Heroic = 30
  • Legendary = 35
  • Impossible = 40
  • Really Impossible = 45
  • Really, Really Impossible = 50
  • Even more Difficult than Really, Really Impossible = 55+

Difficulty Number modifiers are typically assigned in increments of five.

Dice/Dice Code modifiers are typically assigned as whole dice, but occasionally include pips.
         
Opposed Checks These are typically attribute, skill, or damage checks that are rolled against the attribute or skill roll of another character, creature, vehicle, or piece of equipment.  There may be various situational modifiers that either increase the number of dice rolled and/or the dice total (bonuses), or reduce the number of dice rolled and/or the dice total (penalties).

The Wild Die

Damage, Healing, and Repair

Attributes and Skills

The Force

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GAME BASICS

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