diff --git a/content/tabletop/habeltop-system.md b/content/tabletop/habeltop-system.md index c2b37cd..f19d497 100644 --- a/content/tabletop/habeltop-system.md +++ b/content/tabletop/habeltop-system.md @@ -1,18 +1,69 @@ +++ -title = "\"Habeltop\" RPG System" -description = "Bored and restless, so time it is to design a tabletop system..." +title = "Habeltop RPG System" +description = "Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends." date = 2021-03-24 -draft = true +draft = false [extra] toc = true +++ -Here is a link to the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing). +Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends. + +This is roughly inspired by a couple versions of the GLOG, +but somewhat simplified and streamlined. A major difference is that the class system +is completely absent, replaced by "roles" which mechanically only manifest +as a starting kit for the character. + +# What Makes Up a Character +Very first I will go over everything on the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing). then I will go more in-depth with each part. + +**Name:** +The in-world name of the character. +I hope that no further explanation is needed here. + +**Role:** +The architype/role the character takes on. +This just determines starting skills and equipment. + +**Level:** +The current level of the character. Leveling up increases stats. + +**Money:** +The ammount of currency a character has on them. +This could manifest as anything from a sack of gold coins to a bank account depending on the setting. + +**Health:** +The character's ability to avoid major harm. This is elaborated on later. + +**Armor:** +The character's ability to deflect damage. This comes solely from equipment. + +**Inventory:** +The character's belongings and other things they are currently carrying. + +**Stats:** +The column in the top right of the sheet. The character's main stats, as well as the modifier from each stat. + +**Injuries:** +The major injuries and afflictions a character has. + +**Skills:** +The things the character has training for or otherwise has skill in. + +**Other:** +Other details or notable things about the character. + +## Roles +During character creation, a role is chosen. A character's role is the part they play in the party. + +The role will list the equipment a character starts with as well as a list of skills to choose `3` from. ## Stat Modifiers Each of the six base stats also has a "modifier" based on its value. The modifier is calculated like so: `Stat / 3 - 3`, rounding down to whole numbers. +Modifiers are rarely used outside of the strength modifier. + For convenience, here is a table of the modifiers for each stat value: {% table() %} @@ -29,7 +80,7 @@ examples of what sort of actions they might be rolled against to determine the s **Strength [STR]:** A character's physical brute force and melee ability. -Strength is rolled against when attempting a melee attack. +A strength check is made when attempting a melee attack. The strength modifier is applied to the damage they with melee attacks. The number of items they can carry on them is equal to their strength. @@ -41,8 +92,7 @@ Examples: **Dexterity [DEX]:** A character's general physical skill, agility, and ranged ability. -Dexterity is rolled against when attempting a ranged attack. -Certain melee weapons may allow using dexterity rather than strength when making attacks. +A dexterity check is made when attempting a ranged attack. A character's ability to dodge in combat is determined by their dexterity. Examples: @@ -53,7 +103,7 @@ Examples: **Constitution [CON]:** A character's physical resilience and overall health. -Constitution is rolled against when resisting physical harm or other effects on the body. +A constitution check is made when resisting physical harm or other effects on the body. A character's maximum health is determined by their constitution. Examples: @@ -73,7 +123,7 @@ Examples: **Wisdom [WIS]:** A character's perception and mental fortitude. -Wisdom is rolled against to determine the order of combat. +Constitution checks are used to determine the order of combat. Examples: - Seeing through deceit @@ -82,8 +132,7 @@ Examples: - Estimating the severity of a threat **Charisma [CHA]:** -A character's latent social skills. -The charisma modifier is applied to morale checks for followers. +A character's social skill and charm. Examples: - Claiming to be a different person @@ -92,16 +141,32 @@ Examples: - Leading and organizing a group of people ## Health -A character's maximum health is equal to twice their constitution stat plus their current level: `(CON * 2) + Level`. +Think of health less as how alive a character is, and more as how well they can avoid extreme harm. +Damage could be thought of as the sum of all of the small injuries and fatigue of the character. + +Only when a character's health is fully depleated will they suffer major injury or have the possibility of death. + +Health can be restored by rest and medical attention. + +A character's maximum health is equal to twice their constitution stat plus their current level: `(CON * 2) + Level`. ## Skills Skills represent specific actions or subjects that a character has special training or intuition for. -Skills have a level, ranging from `1` to `6`. +A character can automatically succeed at easier +tasks that a skill reasonably applies to. -When a character is attempting to do something that a skill reasonably applies to, -add that skill's level to the roll. +Tougher actions still require a relevant skill check, but each applicable skill +nets a `+1` modifier to the roll. + +## Inventory +All of the items that a character has in their posession are listed here. + +A character can hold up to a number of items equal to their strength before they are encumbered. +Small items that can easily fit in a pocket are not counted towards encumberance. + +When is encumbered, count their strength and dexterity values as half of what they are. ## Levelling Up Characters level up after getting through a particularly tough or otherwise important experience @@ -110,5 +175,124 @@ or whenever the GM feels it would be a good time to. Follow these steps when levelling up a character: 1. For each stat, roll `1d20`. If the roll is higher than the stat's current value, increase the stat by one. -2. Choose a skill and roll `1d6`. If the roll is higher than the skill's current level, increase that skill's level by one. 2. Update health to reflect new level and constitution. + +# Gameplay +For the most part, gameplay consists of loose roleplay. The GM will present the +world, the current situation, etc. to the players, then they will respond to the +situation, interact with each other, etc. in-character. + +## Skill Checks +Whenever a character attempts something that they are not certain to succeed at, +a check against the most relevant stat must be made. + +Roll `1d20`, add the relevant stat as well as `+2` for every skill that could be applied, +and if the result is at least `20`, the character succeeds. + +If the dice rolls exactly `1` it is a critical failure. The character automatically fails +and could suffer further consequence, should they make sense situationally. + +If the dice rolls exactly `20` it is a critical success. The character automatically succeeds +and may succeed beyond their aim, should it make sense situationally. + +## Opposed Checks {#opposed-checks} +When a character attempts something that another character is resisting, add `opponent's stat - 10` +to the target number of `20`. + +Example: +A character is trying to knock down another character with `14` strength. +Their roll must total at least `24` (`20 + (14 - 10)`). + +Rather than all characters making skill checks, only player characters and NPCs +on their side do so. For example, rather than an NPC making a dexterity check in +attempt to trip a player character, the player themselves makes a dexterity check +in opposition to avoid falling. + +# Combat +Combat is initiated when there is to be physical conflict between opposing parties. +Combat takes place in rounds that are equal to roughly 10 seconds of time. + +## Turn Order + +When combat is initiated, every player character in the party makes a wisdom skill check. +If they succeed, they act before the opposing NPCs each round. +If they fail, they act after the opposing NPCs. +The party decides amongst themselves who acts in what order. + +So the resulting turn order is as such: +1. PCs who succeeded wisdom check +2. Opposing NPCs +3. PCs who failed wisdom check + +## Each Turn + +A character may move up to `DEX * 2` feet and perform one of the following actions. +The may also move twice that distance, but without performing an action. + +- Make an attack +- Take a defense stance +- Assist another character in their action +- Attempt to revive a downed character +- Attempt to perform some other arbitrary action + +## Attacking +A player character may attack another character by making a skill check +opposed by the target's dexterity. +The stat used depends on the weapon the character is attacking with. + +Melee attacks use the strength stat and may be made at a range of `5 feet`. + +Ranged attacks use the dexterity stat with a penalty of `-2` for +every `10 feet` past the weapon's listed range. + +If the skill check succeeds, roll for damage according to the weapon used. +Individual weapons can have different stats, but here is a rough guideline: + +{% table() %} +| Weapon Type | Damage | +|--------------------------|:-----------:| +| Unarmed | `1d4 + STR` | +| Small Melee Weapons | `1d6` | +| Medium Melee Weapons | `1d6 + STR` | +| Large Melee Weapons | `1d8 + STR` | +| | | +| Thrown Weapons | `1d4` | +| Basic Ranged Weapons | `1d6` | +| Heavy Ranged Weapons | `1d10` | +| Rapidfire Ranged Weapons | `3d6` | +{% end %} + +Ranged weapons have a reload rate associated ranging between `0` and `12`. +Whenever an attack is made with a ranged weapon, whether the attack hits or not, roll `1d12`. +If the roll is less than or equal to the weapon's reload rate, the weapon is now out of ammo +and a combat action must be spent to reload it, consuming a pack of the requisite ammo. + +## Defending +When a player character is attacked, they may choose to either: +- Attempt a dexterity check in order to dodge +- Deliberately take the hit and retaliate with an attack + +If a character is currently in a defense stance, they get a bonus of `+4` to their +attempt to dodge or retaliate and are taken out of their defense stance until they +take a turn to re-enter it. + +## Downed Characters +Characters are not considered to have sustained major injury for as long as their health is above `0`. +When a character's health reaches `0`, they are considered downed. +A downed character may not act in combat. + +A character's health does not go below `0`. +When a character takes damage that *would* bring their health below `0`, they must make a constitution check. + +- If they succeed, the character recieves a scar or other permanent marking. +- If they fail, the character recieves a major injury. +- If they critically fail, they die. + +## Major Injuries +A major injury is something more serious than the scratches and bruises that will heal easily. +They are more permanent things that require proper medical attention in order to be treated. + +Each major injury applies a penalty of `-2` to a specific stat, depending on the type of injury. + +Injuries can only be removed by proper medical attention. An untrained person failing to properly +treat an injury may just make things worse.