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5 changed files with 150 additions and 35 deletions

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@ -18,5 +18,4 @@ menu = [
{url = "$BASE_URL", name = "Home"},
{url = "$BASE_URL/glog", name = "GLOG Rules", external = true},
{url = "$BASE_URL/tabletop", name = "Tabletop Shit"},
{url = "https://pics.hazelnut.dev", name = "Photos", external = true},
]

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@ -0,0 +1,114 @@
+++
title = "\"Habeltop\" RPG System"
description = "Bored and restless, so time it is to design a tabletop system..."
date = 2021-03-24
draft = true
[extra]
toc = true
+++
Here is a link to the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing).
## 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.
For convenience, here is a table of the modifiers for each stat value:
{% table() %}
| Stat | Mod. | Stat | Mod. | Stat | Mod. |
|-------|:----:|----------|:----:|----------|:----:|
| 1,2 | -3 | 9,10,11 | 0 | 18,19,20 | +3 |
| 3,4,5 | -2 | 12,13,14 | +1 | 21,22,23 | +4 |
| 6,7,8 | -1 | 15,16,17 | +2 | 24+ | +5 |
{% end %}
## Base Stats
Listed here are the six major character stats and what they affect along with a few
examples of what sort of actions they might be rolled against to determine the success of.
**Strength [STR]:**
A character's physical brute force and melee ability.
Strength is rolled against 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.
Examples:
- Pushing, pulling, or lifting something heavy
- Breaking down a door
- Hanging onto a ledge
- Knocking something over
**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 character's ability to dodge in combat is determined by their dexterity.
Examples:
- Doing a delicate task, such as soldering an electronic
- Performing and acrobatic feat
- Grabbing onto something to prevent from falling
- Swiping something without being noticed
**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 character's maximum health is determined by their constitution.
Examples:
- Resisting extreme temperatures
- Recovering from illness or the effects of poison
- Dealing with the effects of starvation or dehydration
- Consuming things that would cause one to vomit
**Intelligence [INT]:**
A character's general knowledge-base.
Examples:
- Identifying an object
- Researching an obscure topic
- Decyphering an encrypted message
- Utilizing complicated or strange technology
**Wisdom [WIS]:**
A character's perception and mental fortitude.
Wisdom is rolled against to determine the order of combat.
Examples:
- Seeing through deceit
- Spotting hidden dangers
- Resisting torture
- Estimating the severity of a threat
**Charisma [CHA]:**
A character's latent social skills.
The charisma modifier is applied to morale checks for followers.
Examples:
- Claiming to be a different person
- Persuading someone to your side
- Winning the crowd over in an argument
- 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`.
## 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`.
When a character is attempting to do something that a skill reasonably applies to,
add that skill's level to the roll.
## Levelling Up
Characters level up after getting through a particularly tough or otherwise important experience
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.

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@ -1,28 +0,0 @@
+++
title = "New Tabletop RPG System (WIP)"
description = "Bored and restless, so time it is to design a tabletop system..."
date = 2020-12-21
draft = true
[extra]
toc = true
+++
# Core Gameplay
## Skill Checks
A player attempting something that could be subject to failure will perform a
skill check to determine whether they succeed or fail.
A skill check is performed by rolling `1d20`, adding the relevant skill, and
comparing the result to 20. If the result is equal to or greater than `20` then
the action succeeds. If the result is less than `20` then the action fails.
### Critical Rolls
If the number rolled on the dice, before adding any other numbers, is exactly
`20`, the character succeeds at their action no matter what.
If exactly `1` is rolled, then the character fails their action no matter what.
Further consequences, either good or bad, could occur on critical successes or
fails, at the discretion of the GM.

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@ -11,6 +11,7 @@
html {
font-size: 16px;
background-color: #222222;
}
body {
@ -27,6 +28,12 @@ body {
code {
background-color: #454545;
padding: 0 0.25ch;
padding-top: 0.5ch;
border: 1px solid var(--decoration);
}
strong {
text-decoration: underline;
}
h1,
@ -38,18 +45,26 @@ h3 {
}
h1.site-title {
font-size: 1.5em;
margin-top: 0;
font-size: 2em;
line-height: 1;
}
h1:not(.site-title) {
border-bottom: 4px solid var(--foreground);
/*border-top: 4px solid var(--foreground);*/
h1.post-title {
padding-top: 0.5em;
}
h1:not(.site-title):not(.post-title) {
font-size: 1.25em;
text-decoration: underline;
/* border-bottom: 4px solid var(--foreground); */
/*border-top: 4px solid var(--foreground);*/
}
h2 {
border-bottom: 2px solid var(--foreground);
/* border-bottom: 2px solid var(--foreground); */
font-size: 1.25em;
}
h1:not(.site-title):not(.post-title)::before {
@ -82,6 +97,10 @@ a.show-url::after {
color: var(--link-fancy);
}
nav {
margin-bottom: 2em;
}
nav ul {
list-style-type: none;
margin: 0;
@ -106,6 +125,7 @@ div.table-wrapper {
div.table-wrapper table {
border-collapse: collapse;
border: 2px solid;
}
div.table-wrapper table,
@ -151,6 +171,10 @@ div.table-wrapper tr:nth-child(even) {
cursor: pointer;
}
#toc {
border: 1px solid var(--decoration);
}
#toc ol {
counter-reset: item;
list-style-type: none;
@ -173,9 +197,14 @@ h1.post-title {
margin: 0;
}
li p.post-date {
border-bottom: none;
}
p.post-date {
color: var(--decoration);
margin: 0;
border-bottom: 1px solid var(--decoration);
}
p.post-desc {
@ -191,3 +220,4 @@ p.post-desc {
margin-left: 1em;
margin-right: 1em;
}

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@ -1,6 +1,6 @@
<header>
<h1 class="site-title">{{ config.title }}</h1>
<nav>
<nav id="navbar">
<ul>
{% for item in config.extra.menu %}
<li>