Difference between revisions of "Rules"
From The Hidden Room
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{{Breadcrumb Rules}} | {{Breadcrumb Rules}} | ||
= | =Systems= | ||
* [[Dungeons & Dragons Homebrew]] | |||
* [[Dopamine RPG]] | |||
=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 | * 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.'' | ''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 | ||
=Combat= | =Combat= | ||
==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== | ==Core Stats== |
Latest revision as of 00:48, 22 March 2024
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
- Trivial:
- 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