Difference between revisions of "Rules"

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{{Breadcrumb Rules}}
{{Breadcrumb Rules}}


=Stats=
=Systems=


==Grace==
* [[Dungeons & Dragons Homebrew]]
 
* [[Dopamine RPG]]
Improves


=Stats=


=Die Mechanics=
=Die Mechanics=
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==Player Rolls==
==Player Rolls==


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


==Rating Rolls==
==Rating Rolls==


* All rolls are made using the formula: <code>d6 + ''Some Rating''</code>
* 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


==Opposition Tiers==
==Rating Tiers==


''To reduce the impact of small incremental differences and increase the impact of large incremental differences.''
''To reduce the impact of small incremental differences and increase the impact of large incremental differences.''
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** 2-5 is a Major Setback for the actor
** 2-5 is a Major Setback for the actor
** 6 is a Minor Setback for the actor
** 6 is a Minor Setback for the actor
The details for what Major Success, Minor Success, Major Setback, Minor Setback, Complete Success, and Complete Failure do are defined in each of the actions and activities that produces opposed rolls.


=Combat=
=Combat=


==Combat Tiers==
==Combat Actions==


''Reduces granular impact while keeping large scaling potential.''
''Players can take a variety of actions during combat.''


* Combat rolls are treated as opposed tiers for the purposes of automatic success, automatic failure, and rolling dice.
* 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==
==Core Stats==

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