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d_d_refined [2016/06/12 07:59]
Mike Holmes [Skills]
d_d_refined [2016/06/12 08:16]
Mike Holmes [Combat]
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 Calculate MoS, and transfer to the damage roll below. Calculate MoS, and transfer to the damage roll below.
 +
  
 === Damage Contest === === Damage Contest ===
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 MoS determines the level of the injury below. MoS determines the level of the injury below.
 +
  
 === Injuries === === Injuries ===
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 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'​s stats by the level of the injury, until healed. Injuries are not cumulative, and the player only has to deal with the worst penalty for each stat.  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'​s stats by the level of the injury, until healed. Injuries are not cumulative, and the player only has to deal with the worst penalty for each stat. 
  
-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. ​+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, 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 ==
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 5 5
  
-The first failure on this roll renders the character unconscious. If the character fails again, they have died+The first failure on this roll renders the character unconscious, and may make no further actions (including ignoring penalties). If the character fails this roll a second time, they die 
  
 == Ignoring Injury Effects == == Ignoring Injury Effects ==
  
-A player may opt to have his character attempt to ignore the effects of an injury ​other than CON loss, understanding that this will exacerbate the 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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 10 + the injury (a -3 penalty becomes a +3 to TN) 10 + the injury (a -3 penalty becomes a +3 to TN)
  
-MoS is subtracted from the penalties for the injury until morale changes. The injury becomes one worse for all affected attributes. ​+MoS is subtracted from the penalties for the injury until morale changes. The injury becomes one worse for all affected attributes ​after the character takes an action using the reduced penalties 
 + 
 +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 -5 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. ​
 +
  
 === 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
 +
 +
 +
  
 ===== Associated Adventure ===== ===== Associated Adventure =====
d_d_refined.txt · Last modified: 2018/05/24 23:56 by mike_holmes