Modifiers come in several varieties based upon their source: qualities, situation, and impairment. These various types of modifiers are described in the following sections. The number and nature of modifiers that may apply to a given check are restricted; these restrictions are discussed in their respective sections. The sum of all modifiers applicable to a given check is referred to as the “total modifier”. the d20 to die itselfto keep track. Identify an appropriate modifier and turn the d20 die so that it shows the current total modifier. Identify another modifier, add or subtract from the total modifier showing, and re-orient the d20 die so that it shows the updated total modifier. Continue this process until all relevant modifiers have been identified and applied. The number showing on the d20 die represents the total modifier to apply to the check. Additionally, players should note frequently used total modifiers on their character sheets, e.g., attacking an opponent with a particular weapon. The table on the following page offers sample modifiers and their meanings. You do not need to refer to the table during play; however, it can give you a good basis for generating appropriate modifier values. While the table presents entries in increments of 5, it is important to remember that a modifier one unit higher than another is incrementally better. *****
2.1.3 Yield the d20 die roll and the total modifier is called the "yield" and is abbreviated as “Y”. It represents the overall quality of the attempt. The higher the yield, the better the outcome. If the character is jumping, a higher yield indicates a higher jump. If the character is recovering from a wound, a higher yield indicates that he recovers more fully and/or more quickly. If the character is planning an assault on the enemy fortress, a higher yield indicates that his plan is more effective. If a character calls on his knowledge to answer a question, a higher yield indicates that he recalls more information. If a character fires his gun, a higher yield indicates that his aim is truer. Higher is always better. The table on the following page presents an array of yields and their possible interpretations. You do not need to refer to the table during play; however, it can give you a good basis for interpreting any given yield. While the table presents entries in increments of 5, it is important to remember that a yield one unit higher than another is incrementally better. *****
2.1.1 Process player rolls a d20 and rollsthe dieand applies the total modifier. This result is called the yield. The yield is compared to another number, called the target. If the result of the check exceeds thetarget, the indeterminacy is resolved in the character's favor. If the result of the check falls short of thetarget, the indeterminacy is resolved to the character's detriment. A tie represents a stalemate—success and failure in equal measure. The difference between the yield and thetarget is called the spread. Generally, the yield itself represents thequality of the character’s effort. Thetarget represents themagnitude of the opposing force. The spread indicates the degree of success or failure. These terms are discussed in greater detail in subsequent sections of this book.
1.3.1 System Overview Role-playing games employ different systems of mechanics. These mechanics come in many different types and styles and generally provide a method for directing the flow of play. Thus, the specific mechanics necessarily result in a particular style of play. The Bullseye system is designed to facilitate fast, fun games. It relies heavily on the creativity, preparation, and skill of the GM. Its simplicity makes it a good fit for new GMs, but its robustness makes it ideal for experienced ones. More than with other systems, the more talented the GM, the better the game. a d20 20-sided die as a randomizerand target numbers. These terms are explained more fully later in the book. In summary, when a characteris involved in a situation that hasan element of chance, the character’s controller makes a check: He rolls a d20, rollsthe die, adds in all relevant modifiers, and compares the result against another number. If the result exceeds the other number, the situation is resolved in the character's favor. If it falls short, the situation is resolved to the character's detriment. The Bullseye system also incorporates the concept of degree of success or failure. Like in archery, it doesn’t just matter if you hit the target. The better the shot, the better the result. In this case, the better the result of the check, the greater the success. Conversely, the worse the result of the check, the greater the failure. The robustness of the system comes from the variables attendant to this fundamental system: When is a check made? What modifiers apply? What is the target? What does the result of the check mean? These questions are answered in greater detail later in the book.
1.1.4 Tools of Play each participant. Twenty-sided participant.Since Bullseye only uses a 20-sided die,it is referred tosimply asthe "die"in this text.Twenty-sided dice can be readily obtained at most game shops and on the internet. If you do not have a d20 die available, you can use the d20 die icon in the book (see 1.2.2). You can also use the Bullseye Character Sheet, available as a free download on my website, to record information about the PCs. Some RPGs use miniature figurines and playmats with gridlines for combat and other scenes where character positioning is important. Bullseye does not require that level of definition. However, you should consider experimenting with using these aids; you might find that it enhances the experience for your particular group. ***** Abbreviation: 20-sided die (d20) Resources: www.chessex.com, www.crystalcaste.com, www.q-workshop.com;www.bluedevilgames.com/bullseye [NOTE: Some items on this wiki page refer to the print version of the book.]
2.1.1 Process The foundation of the Bullseye system is the check. When the story reaches a point of “significant indeterminacy”—such as when a character attempts to do something that involves an element of chance—it is resolved with a check. The GM asks the player to make a check. The player proposes all modifiers he thinks are relevant. The GM accepts or rejects these modifiers and announces all other modifiers she determines apply. All of the applicable modifiers are combined to generate a total modifier. The player rolls a d20 and applies the total modifier. This result is called the yield. another number—either a fixed target or number, called the result of an opposing check. target. If the result of the check exceeds the other number, thetarget, the indeterminacy is resolved in the character's favor. If the result of the check falls short of the other number, thetarget, the indeterminacy is resolved to the character's detriment. A tie represents a stalemate—success and failure in equal measure. The difference between the yield and the opposing number thetarget is called the spread. Generally, the yield itself represents thequality of the character’s effort. The opposing number Thetarget represents themagnitude of the opposing force. The spread indicates the degree of success or failure. These terms are discussed in greater detail in subsequent sections of this book.