Finish habeltop rpg rules
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		|  | @ -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 | ||||
| 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. | ||||
|  |  | |||
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