Sample Ruleset: Difference between revisions
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===Derived Attributes=== | ===Derived Attributes=== | ||
Characters possess three derived attributes. ''Hit Points'' are determined by multiplying ''Endurance'' by {{code|6}}. Each character class has a different ''Armor'' score; ''Armor'' can also be increased by powers. Base ''Movement'' is equal to a character's ''Dexterity''. | |||
* '''Hit Points (HP)''' | * '''Hit Points (HP)''' | ||
* '''Armor (AR)''' | * '''Armor (AR)''' |
Revision as of 22:01, 14 September 2020
This is a small roleplaying game system created by Phergus for use in examples and samples for RPTools applications. As noted on the original thread, this is not meant to be a mature and balanced system, but rather a system that contains enough aspects to highlight a good selection of application features. See the original thread for more details.
Characters
Primary Attributes
Primary attributes are determined using a point system. Starting characters are given 14
points to distribute among their four primary attributes. Each primary attribute must at least have a value of 1
, but can be no higher than 6
.
- Strength (Str)
- Dexterity (Dex)
- Intelligence (Int)
- Endurance (End)
Summary: Total of 14
points. Minimum of 1
. Maximum of 6
.
Derived Attributes
Characters possess three derived attributes. Hit Points are determined by multiplying Endurance by 6
. Each character class has a different Armor score; Armor can also be increased by powers. Base Movement is equal to a character's Dexterity.
- Hit Points (HP)
- Armor (AR)
- Movement (MV)
Summary: (Endurance)x6
Hit Points. Armor determined by class. Movement equals Dexterity.
Classes
At character creation, players get to choose a class for their character. The chosen class determines beginning powers and Armor.
Class | Beginning Powers | Armor |
---|---|---|
Warrior | Sword, Shield Bash, Bow, Shield, Torch | 6 |
Rogue | Dagger, Hide, Backstab, Pick Lock, Torch | 2 |
Wizard | Dagger, Staff, Light, Lightning Bolt, Fire Ball | 1 |
Priest | Mace, Heal, Protect, Banish Undead, Torch | 4 |
Combat
Initiative
Each combatant rolls for initiative at the beginning of each round. Initiative roll is 1d6
+ Dexterity. Each combatant acts in order of initiative, highest to lowest, each round.
Movement
Combatants can use a power or move each round. When moving, a combatant can move a number of squares/hexes equal to their Movement.
Attack Roll
An attack power requires a roll to determine if it succeeds. If the roll is 15
or higher after applying any bonuses, the attack power succeeds.
- Melee Attacks - Roll
1d20
+ Strength + Power Attack Bonus - Ranged Attack - Roll
1d20
+ Dexterity + Power Attack Bonus - Spell Attack - Roll
1d10
+ Intelligence + Power Attack Bonus
Summary: A 15+
on the attack roll succeeds.
Damage Roll
If an attack power succeeds in hitting the target, determined damage by rolling 1d6
, apply the power damage bonus, add the relevant attack attribute, and finally subtract the target's Armor. Subtract the result from the target's Hit Points.
Summary: 1d6
+ (Power Damage Bonus) + (Attack Attribute Bonus) - Armor
Powers
PCs/NPCs have Powers that represent their attacks and abilities. Beginnning PCs have 5 powers. NPCs will have a variable number but at least 1. Two types of powers: Attack & Other. During any combat round a PC/NPC may have 1 non-attack Power active and may use 1 Power to attack.
Attack Powers
Name | Attack Bonus | Damage Bonus | Range | Special |
---|---|---|---|---|
Backstab | +4 | 2x | - | Must attack from rear and have been hidden previous round. |
Banish Undead | +0 | +8 | 4 | Only works on Undead. With a roll of 6 on a d6 the Undead is Enraged and gains +2 damage for 3 rounds. |
Bite I | -1 | -2 | - | |
Bite II | -1 | -1 | - | Infects target on a roll of 5+, reduces Strength by 2. |
Bow | +0 | +1 | 8 | |
Chilling Touch | -1 | +2 | - | Freezing touch does damage and reduces Dexterity by 2. |
Claw | -2 | +2 | - | |
Curse | +0 | +0 | 3 | Pain from attack reduces Intelligence by 2. |
Dagger | +0 | -1 | 2 | Melee or ranged. |
Fire Ball | -1 | +0 | 4 | Does damage to target and all in the immediately adjacent squares/hexes. |
Heal | * | - | 4 | Heals target (self/other) for 2d6. *No roll to hit. |
Lightning Bolt | +1 | +4 | 6 | Single target |
Mace | +1 | +1 | - | |
Shield Bash | -1 | 1/2 | - | Stuns foe with a 4+ on a d6 for 3 rounds. |
Staff | +0 | +0 | - | |
Summon Undead | - | - | 2 | Summons 1 zombie. |
Sword | +2 | +2 | - |
Other Powers
Name | Range | Special |
---|---|---|
Hide | - | Hides Rogue from enemies. Cannot attack except for Backstab. |
Light | - | Illuminates a 6 square/hex radius around Wizard. |
Pick Lock | - | Opens Lock on 1d6 + Dexterity > Lock Difficulty. |
Protect | 4 | Gives +4 Armor to target. (self/other) |
Shield | - | Adds +2 Armor. Can't be used with Shield Bash. |
Torch | - | Illuminates a 3 square/hex radius around character. |