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d_d_refined [2016/06/12 07:56] – [Skills] Mike Holmes | d_d_refined [2025/03/12 21:48] (current) – [Non-Combat Contests] mike_holmes | ||
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- | === 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. Upon going up a level the character gets 12 more skill points. | + | At first level characters get 24 points to buy skills. Upon going up a level the character gets 10 more skill points. |
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 to a level no higher than the full skill they come from, and cost 1 point each. Thus if a player buys Knowledge - History for their character to level 4, they can purchase a specialization in " | 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 to a level no higher than the full skill they come from, and cost 1 point each. Thus if a player buys Knowledge - History for their character to level 4, they can purchase a specialization in " | ||
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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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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. | 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 ==== | ||
On doubles (the numbers on the dice match) and the number is higher than 5, roll the 2d10 again and add the new result to the current total. Keep doing this as long as you keep rolling doubles higher than 5. | On doubles (the numbers on the dice match) and the number is higher than 5, roll the 2d10 again and add the new result to the current total. Keep doing this as long as you keep rolling doubles higher than 5. | ||
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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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10 + AC + DEX + Reflex (Dodge). | 10 + AC + DEX + Reflex (Dodge). | ||
- | Calculate | + | Calculate |
=== Damage Contest === | === Damage Contest === | ||
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10 + CON + Toughness + Damage Resistance (DR) | 10 + CON + Toughness + Damage Resistance (DR) | ||
- | MoS determines the level of the injury below. | + | LoS determines the level of the injury below. |
=== Injuries === | === Injuries === | ||
- | For each MoS, the player gets an injury | + | For each LoS, the target hit records |
- | 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, and they can do nothing else until so helped. | + | 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 == | == Contest to Avoid Unconsciousness and Dying == | ||
- | Roll + CON (which will be -5 or less at this point) | + | Roll + CON + Toughness |
Vs. | Vs. | ||
- | 5 | + | 10 + Injury Level |
+ | |||
+ | The first failure on this roll renders the character unconscious, | ||
- | The first failure on this roll renders the character unconscious. If the character fails again, they have died. | ||
== 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) | Roll + CON + Willpower (Resolve) | ||
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vs. | vs. | ||
- | 10 + the injury (a -3 penalty | + | 10 + Injury Level |
+ | |||
+ | LoS is subtracted from the penalties for the injury | ||
+ | |||
+ | 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. | ||
- | MoS is subtracted from the penalties for the injury until morale changes. The injury becomes one worse for all affected attributes. | ||
== 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. | ||
+ | |||
=== Using Both Hands === | === 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). | 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 ===== |