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