Difference between revisions of "Rules"

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{{Breadcrumb Rules}}
{{Breadcrumb Rules}}
=Systems=
* [[Dungeons & Dragons Homebrew]]
* [[Dopamine RPG]]


=Stats=
=Stats=


==Grace==
=Die Mechanics=
 
==Player Rolls==
 
''Only players make rolls. The target number depends on the type of roll being made.''


Improves
==Rating Rolls==


* All rolls are made using <code>d6</code>
* The possible outcomes for the roll are Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure, depending on the Rating Tiers, below
* The details for what these outcomes mean are found in the player action that causes the roll
* Difficulty for non-opposed rolls is determined by the following rubric:
** Trivial: <code>5</code>, anyone can attempt this with at least ''Parity''
** Skilled: <code>10</code>, a knack or some training would be required for ''Parity''
** Difficult: <code>15</code>, only seasoned experts can attempt this with ''Parity''
** Impossible: <code>20</code>, ''Parity'' for this is beyond mere mortals
* Difficulty for opposed rolls are determined by the opponents relevant rating
==Rating Tiers==
''To reduce the impact of small incremental differences and increase the impact of large incremental differences.''
* '''Parity''': When a player is making a roll with rating within 5 of the relevant opposed rating, the roll is considered to have "Parity". This means that when the player rolls 1d6:
** 1 is a Major Setback for the actor
** 2-3 is a Minor Setback for the actor
** 4-5 is a Minor Success for the actor
** 6 is a Major Success for the actor
* '''Superiority''': When a player is making a roll with rating 5 or more above the relevant opposed rating, the roll is considered to have "Superiority". This means that when the player rolls 1d6:
** 1 is a Minor Setback for the actor
** 2-4 is a Minor Success for the actor
** 5-6 is a Major Success for the actor
* '''Supremacy''': When a player is making a roll with rating 10 or more above the relevant opposed rating, the roll is considered to have "Supremacy". This means that when the player rolls 1d6:
** 1 is a Minor Success for the actor
** 2-5 is a Major Success for the actor
** 6 is a Complete Victory for the actor
* '''Inferiority''': The opposite of "Superiority", when a player is making a roll with rating 5 or less below the relevant opposed rating, the roll is considered to have "Inferiority". This means that when the player rolls 1d6:
** 1-2 is a Major Setback for the actor
** 3-5 is a Minor Setback for the actor
** 6 is a Minor Success for the actor
* '''Inadequacy''': When a player is making a roll with rating 10 or less below the relevant opposed rating, the roll is considered to have "Inadequacy". This means that when the player rolls 1d6:
** 1 is a Complete Failure for the actor
** 2-5 is a Major Setback for the actor
** 6 is a Minor Setback for the actor


=Combat=
=Combat=


==Avoidance==
==Combat Actions==
 
''Players can take a variety of actions during combat.''
 
* Volley: Participate in ranged combat with a ranged opponent, which may include spells or weapons
* Melee: Participate in close combat with a close opponent, which may include spells or weapons
* Advance: Try to close with a distant opponent
* Retreat: Try to move away from a nearby opponent
* Prepare: Spend time doing something for a later advantage
 
==Core Stats==
 
''These stats are the one-stop-shop for combat.''
 
===Accuracy===
 
''How well you can hit something.''
 
* Opposes the avoidance rating of the target for targeted attacks
* Reduces range penalties for ranged attacks
 
===Avoidance===


''Not getting hit.''
''Not getting hit.''


* Opposes accuracy for targeted attacks
* Opposes the accuracy rating for targeted attacks
* Provides movement when diving for cover for area attacks
* Provides movement when diving for cover for area attacks


==Deflection==
===Damage===
 
''Hurting something you hit.''
 
* Opposes deflection for non-penetrating attacks
 
===Deflection===


''Getting hit but not getting hurt.''
''Getting hit but not getting hurt.''
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* Opposes damage for non-penetrating attacks
* Opposes damage for non-penetrating attacks


==Size==
==Support Stats==
 
''These stats are what contribute to core stats.''
 
===Size===
 
''Size is a major predictor of avoidance, deflection, and damage''


Lowers avoidance, increases armor.
*

Latest revision as of 00:48, 22 March 2024

Main Page > Rules

Systems

Stats

Die Mechanics

Player Rolls

Only players make rolls. The target number depends on the type of roll being made.

Rating Rolls

  • All rolls are made using d6
  • The possible outcomes for the roll are Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure, depending on the Rating Tiers, below
  • The details for what these outcomes mean are found in the player action that causes the roll
  • Difficulty for non-opposed rolls is determined by the following rubric:
    • Trivial: 5, anyone can attempt this with at least Parity
    • Skilled: 10, a knack or some training would be required for Parity
    • Difficult: 15, only seasoned experts can attempt this with Parity
    • Impossible: 20, Parity for this is beyond mere mortals
  • Difficulty for opposed rolls are determined by the opponents relevant rating

Rating Tiers

To reduce the impact of small incremental differences and increase the impact of large incremental differences.

  • Parity: When a player is making a roll with rating within 5 of the relevant opposed rating, the roll is considered to have "Parity". This means that when the player rolls 1d6:
    • 1 is a Major Setback for the actor
    • 2-3 is a Minor Setback for the actor
    • 4-5 is a Minor Success for the actor
    • 6 is a Major Success for the actor
  • Superiority: When a player is making a roll with rating 5 or more above the relevant opposed rating, the roll is considered to have "Superiority". This means that when the player rolls 1d6:
    • 1 is a Minor Setback for the actor
    • 2-4 is a Minor Success for the actor
    • 5-6 is a Major Success for the actor
  • Supremacy: When a player is making a roll with rating 10 or more above the relevant opposed rating, the roll is considered to have "Supremacy". This means that when the player rolls 1d6:
    • 1 is a Minor Success for the actor
    • 2-5 is a Major Success for the actor
    • 6 is a Complete Victory for the actor
  • Inferiority: The opposite of "Superiority", when a player is making a roll with rating 5 or less below the relevant opposed rating, the roll is considered to have "Inferiority". This means that when the player rolls 1d6:
    • 1-2 is a Major Setback for the actor
    • 3-5 is a Minor Setback for the actor
    • 6 is a Minor Success for the actor
  • Inadequacy: When a player is making a roll with rating 10 or less below the relevant opposed rating, the roll is considered to have "Inadequacy". This means that when the player rolls 1d6:
    • 1 is a Complete Failure for the actor
    • 2-5 is a Major Setback for the actor
    • 6 is a Minor Setback for the actor

Combat

Combat Actions

Players can take a variety of actions during combat.

  • Volley: Participate in ranged combat with a ranged opponent, which may include spells or weapons
  • Melee: Participate in close combat with a close opponent, which may include spells or weapons
  • Advance: Try to close with a distant opponent
  • Retreat: Try to move away from a nearby opponent
  • Prepare: Spend time doing something for a later advantage

Core Stats

These stats are the one-stop-shop for combat.

Accuracy

How well you can hit something.

  • Opposes the avoidance rating of the target for targeted attacks
  • Reduces range penalties for ranged attacks

Avoidance

Not getting hit.

  • Opposes the accuracy rating for targeted attacks
  • Provides movement when diving for cover for area attacks

Damage

Hurting something you hit.

  • Opposes deflection for non-penetrating attacks

Deflection

Getting hit but not getting hurt.

  • Opposes damage for non-penetrating attacks

Support Stats

These stats are what contribute to core stats.

Size

Size is a major predictor of avoidance, deflection, and damage