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d_d_refined [2016/06/12 07:06] – [Associated Adventure] Mike Holmes | d_d_refined [2025/03/12 21:48] (current) – [Non-Combat Contests] mike_holmes | ||
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* Optional: Appraise, Athletics, Mechanical, Perception, Persuade, Reflexes, Survival, Weapons, Willpower | * Optional: Appraise, Athletics, Mechanical, Perception, Persuade, Reflexes, Survival, Weapons, Willpower | ||
==== Skills ==== | ==== Skills ==== | ||
+ | |||
+ | The following is the list of the division of skills: | ||
+ | |||
* Appraise (Specialize in a type of goods) | * Appraise (Specialize in a type of goods) | ||
* Athletics (Specialize in Balancing, Climbing, Jumping, Riding, Sprinting, Swimming, Tumbling, etc) | * Athletics (Specialize in Balancing, Climbing, Jumping, Riding, Sprinting, Swimming, Tumbling, etc) | ||
- | * Cast Spells (Specify Arcane, | + | * Cast Spells (Specify Arcane, |
* Craft/ | * Craft/ | ||
* Endurance (Specialize in Armor, Fortitude, Running, Stamina, Toughness) | * Endurance (Specialize in Armor, Fortitude, Running, Stamina, Toughness) | ||
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* Stealth (Specialize in Disguise, Hide, Move Silently, Sneak Attack, Sleight of Hand) | * Stealth (Specialize in Disguise, Hide, Move Silently, Sneak Attack, Sleight of Hand) | ||
* Language* (Specify, and See Below) | * Language* (Specify, and See Below) | ||
- | * Survival (Specialize in Biome) | + | * Survival (Specialize in Biome, including Urban) |
* Weapons (Specify by Type, Specialize by weapon) | * Weapons (Specify by Type, Specialize by weapon) | ||
* Willpower (Specialize in Concentration, | * Willpower (Specialize in Concentration, | ||
- | If a skill says " | + | If a skill says " |
- | If a skill says " | + | If a skill says " |
- | === Skill Ranks === | + | === Purchasing |
All skills start at zero, and go up from there based on experience. | All skills start at zero, and go up from there based on experience. | ||
- | At first level characters get 24 points to buy skills. | + | At first level characters get 24 points to buy skills. |
- | A full skill costs 3 points to buy one rank, or 9 points to purchase two ranks for that level (no more than two ranks can be purchased per level, even at first level). Specializations can be purchased no higher than the full skill they come from, and cost 1 point each. | + | A full skill costs 3 skill points to buy one rank, or 9 points to purchase two ranks for that level (no more than two ranks can be purchased per level, even at first level). Specializations can be purchased |
=== Magic === | === Magic === | ||
+ | |||
Each level of magic, in addition to being part of the normal contest roll, allows the caster to cast spells as if they were a caster of the level equal to the rank of the skill. This is in terms of how many spells they get each day, and what level the spells are considered to be cast at. | Each level of magic, in addition to being part of the normal contest roll, allows the caster to cast spells as if they were a caster of the level equal to the rank of the skill. This is in terms of how many spells they get each day, and what level the spells are considered to be cast at. | ||
- | The number of spells cast are affected by the character' | + | The number of spells |
+ | |||
+ | The DM and player must work on the effects of spells in general to ensure that they fit the system, but see combat magic below. | ||
=== Languages === | === Languages === | ||
+ | |||
Each character starts with one language for free at the level of basic understanding plus fluency. Breaking into a language gives basic understanding, | Each character starts with one language for free at the level of basic understanding plus fluency. Breaking into a language gives basic understanding, | ||
* Reading (which includes simple writing) | * Reading (which includes simple writing) | ||
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Below is a link to a page that has notes on combat gear available. | Below is a link to a page that has notes on combat gear available. | ||
- | [[D&D Refined Equipment]] | + | [[D&D Refined:Equipment]] |
==== General ==== | ==== General ==== | ||
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===== Contests ===== | ===== Contests ===== | ||
- | Whenever you roll, roll a 2d10, add all appropriate modifiers and penalties, and check to see if you equalled or exceeded the GM's set target number (TN). This TN is adjusted by the GM to represent all of the external circumstances surrounding the attempt. So, for example, if a contest is particularly difficult due to bad terrain, this is NOT represented by a penalty to the character' | + | Whenever you roll, roll a 2d10, add all appropriate modifiers and penalties, and check to see if you equalled or exceeded the GM's set target number (TN). This TN is adjusted by the GM to represent all of the external circumstances surrounding the attempt. So, for example, if a contest is particularly difficult due to bad terrain, this is NOT represented by a penalty to the character' |
+ | |||
+ | ==== Contest Format ==== | ||
+ | |||
+ | Contests are written to indicate standard things to include in a specific contest in the following generalized form: | ||
+ | |||
+ | Roll + Stat + Skill + Gear | ||
+ | |||
+ | vs. | ||
+ | |||
+ | Base + Stat + Skill + Gear | ||
+ | |||
+ | Note that often gear is omitted in a contest description as there is no standard gear for this contest, but special gear (especially magic items) may give bonuses, and all such bonuses are added to the roll. | ||
==== Crits and Fumbles ==== | ==== Crits and Fumbles ==== | ||
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==== Margin of Success ==== | ==== Margin of Success ==== | ||
- | Normal margin of success is 1. For every 5 one exceeds the roll by, add one to the MOS. Often this figure can be taken as a bonus to a subsequent roll, as in rolling over MOS to hit to damage per combat below. | + | Normal margin of success is 1. For every 5 one exceeds the roll by, add one to the MOS. Often this figure can be taken as a bonus to a subsequent roll, as in rolling over LoS on the roll to hit to the damage |
- | ^High Roll - Low Roll^MOS^ | + | ^High Roll - Low Roll(Margin)^LoS^ |
|0-4|1| | |0-4|1| | ||
|5-9|2| | |5-9|2| | ||
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Characters may aid each other and themselves in contests. If a character aids, this usually uses up their action for a round. The player selects a target bonus called the Aid Bonus (AB), and enters a contest to see if they get it. The TN for this contest is 4 times targeted AB. So, for example, trying to get an AB of 5 gives a TN of 20. | Characters may aid each other and themselves in contests. If a character aids, this usually uses up their action for a round. The player selects a target bonus called the Aid Bonus (AB), and enters a contest to see if they get it. The TN for this contest is 4 times targeted AB. So, for example, trying to get an AB of 5 gives a TN of 20. | ||
- | MOS of the contest adds to the AB, while a fumble means that the target AB is added instead to the opposing TN. Thus a player may play aiding safe, and go for a low AB with a low TN, and just trust to MOS to push it up a bit, or they may go for a larger AB with a high TN, and risk not giving any bonus at all (or even a large bonus to the opposition if they fumble). | + | LoS of the contest adds to the AB, while a fumble means that the target AB is added instead to the opposing TN. Thus a player may play aiding safe, and go for a low AB with a low TN, and just trust to MOS to push it up a bit, or they may go for a larger AB with a high TN, and risk not giving any bonus at all (or, even worse, |
==== Combat ==== | ==== Combat ==== | ||
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=== Contest to Hit === | === Contest to Hit === | ||
- | DEX + Weapon Skill + weapon to hit bonus | + | Roll + DEX + Weapon Skill + weapon to hit bonus |
vs. | vs. | ||
- | 10 + AC + Dex + Reflex (Dodge). | + | 10 + AC + DEX + Reflex (Dodge). |
+ | |||
+ | Calculate LoS, and transfer to the damage roll below. | ||
- | Calculate MoS normally to transfer to the damage roll below. | ||
=== Damage Contest === | === Damage Contest === | ||
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Once the character is hit, the defender rolls to try to defend against taking damage. | Once the character is hit, the defender rolls to try to defend against taking damage. | ||
- | MOS from to hit roll + STR + weapon damage bonus | + | Roll + STR + weapon damage bonus |
vs. | vs. | ||
- | 10 + Con + Toughness + armor. | + | 10 + CON + Toughness + Damage Resistance (DR) |
+ | |||
+ | LoS determines the level of the injury below. | ||
- | MoS determines the level of the injury below. | ||
=== Injuries === | === Injuries === | ||
- | For each MoS, the player gets an injury to appropriate stats, typically Con, and one other chosen by the DM. These injuries effectively lower the character' | ||
- | If a character ever takes an injury that lowers their Con to -5 or lower, the character is dying. Contests will happen just for the character to stay alive until stabilized by a healer. | + | For each LoS, the target hit records an injury of that level that reflects the description of the damage that affects all rolls of two stats, typically Con, and one other chosen by the DM. These injuries are added to any TN to which the DM feels they would apply (usually anything that the stat affected would be added to), until healed. Injuries are not cumulative, and the player only has to deal with the worst penalty for each stat. |
+ | |||
+ | For instance, a character who gets their hands mangled in a trap might be inflicted with a " | ||
+ | |||
+ | == Mortal Wounds == | ||
+ | If a character ever takes an injury that is 5 higher than their CON, the character is dying. Contests will happen just for the character to stay conscious and alive until stabilized by a healer, and they can do nothing else until so helped, unless they make a roll to ignore the CON portion of the injury (see Ignoring Injury Effects below). | ||
+ | |||
+ | == Contest to Avoid Unconsciousness and Dying == | ||
+ | |||
+ | Roll + CON + Toughness | ||
+ | |||
+ | Vs. | ||
+ | |||
+ | 10 + Injury Level | ||
+ | |||
+ | The first failure on this roll renders the character unconscious, | ||
== Ignoring Injury Effects == | == Ignoring Injury Effects == | ||
- | A player may opt to have his character attempt to ignore the effects of an injury | + | |
+ | A player may opt to have his character attempt to ignore the effects of an injury, understanding that this will exacerbate the injury. | ||
+ | |||
+ | Roll + CON + Willpower (Resolve) | ||
+ | |||
+ | vs. | ||
+ | |||
+ | 10 + Injury Level | ||
+ | |||
+ | LoS is subtracted from the penalties for the injury until morale changes, at which point the roll must be made again. The injury becomes one worse (higher) | ||
+ | |||
+ | For example, a character with a 5 DEX/5 CON injury to their leg could try to ignore the CON portion of the penalty in order to try fight on to strike down an enemy. If successful, they would get to make their attack, but then the penalty would increase to 6 DEX/6 CON, and the character would be even more likely to fall unconscious. | ||
== Healing == | == Healing == | ||
+ | |||
Healing spells or potions reduce the effects of any injuries by one per HP healed. Bedrest allows healing contests on a regular basis to reduce injuries point by point. | Healing spells or potions reduce the effects of any injuries by one per HP healed. Bedrest allows healing contests on a regular basis to reduce injuries point by point. | ||
- | === Dual Weilding | + | |
- | A character can use two one-handed weapons, and get a +1 to hit, and may choose to use the stats of either weapon each turn. | + | === Using Both Hands === |
+ | |||
+ | A character can use two one-handed weapons, and get a +1 to hit, and may choose to use the stats of either weapon each turn (not both). | ||
+ | |||
+ | |||
+ | === Combat Magic === | ||
+ | |||
+ | For spells that do damage, divide the max damage of the spell by 5 to determine it's Damage Bonus (DB), similar to the DB for a weapon. Round nearest... so a spell that does 1d6 damage has a DB of 1, and a spell that does 1d8 damage has a DB of 2. MOS on overcoming target resistance adds to damage, just like normal combat. | ||
+ | |||
+ | == Exceptions == | ||
+ | |||
+ | **Magic Missile** | ||
+ | |||
+ | This spell has a DB of 0, but has a +10 to hit modifier | ||
+ | |||
+ | ==== Non-Combat Contests ==== | ||
+ | |||
+ | Rolls similar in format to combat rolls are conducted in opposed manner, and LoS is calculated as normal. Losers of contests may have " | ||
+ | |||
+ | These conditions only last until the fictional situation changes, though often this will require a roll to accomplish, much like a healing roll. | ||
+ | |||
+ | === Character Loss Consequences === | ||
+ | |||
+ | Similar to a character taking a CON effect that is 5 or more over their affected mod. if another stat is affected thus, the character is taken out of the player' | ||
+ | |||
+ | Unlike loss of a character to death, effects at this level for stats other than CON can be rectified through rolls akin to healing rolls. | ||
===== Associated Adventure ===== | ===== Associated Adventure ===== |