Saturday, November 7, 1998

Role Playing Engine (unfinished)

Rolling Dice

This game uses tetrahedral dice. There are six common tetrahedral dice: four sided, six sided, eight sided, ten sided, twelve sided and twenty sided. We use a certain terminalogy when speaking of rolling the dice that you must understand. Roll 1d6 means to roll one six sided die. Roll 2d6 means to roll two six sided dice. In this case, if you rolled a two and a three your result would be five, not 23 or 32; likewise, rolling 2d8 means to roll two eight sided dice. If the resultant roll was three and seven your result would be ten.

Attributes

The attributes which define a character are here given precise definitions which may vary from their actual definations in their normal usage.

Strength: the muscular force or energy which a creature is capable of exerting.

Dexterity: promptness in devising physical expedients; that readiness in performing an action which proceeds from experience or practice; expertness and skill in the physical realm, especailly in quick and precise movements.

Constitution: natural condition of the human body as regards general health or strength; the qualities of bodies by which they sustain the application of force without yeilding or breaking; power of resisting attacks; hardiness.

Perception: ability to input; the faculty by which man takes cognizance of objects outside the mind; the act of discerning; the abitily to obtain knowledge by the senses.

Inteligence: ability to process; the understanding faculity; ability to solve, to invent plans, to recall information, to concentrate.

Charisma: the ability to output; the ability to attract or influence people by one's personality; dexterity of speach; measure of controll over one's appearance to the outside world.

Symbol   Description   Size               Base Movement Rate    Water
                       (feet)              (mph)    (ft/min)   (L/day)
(T)      Tiny          less 2               1.0        88        0.5
(S)      Small         2 to less than 4     2.5       220        1.0
(M)      Medium        4 to less than 7     5.0       440        2.0
(L)      Large         7 to less than 11    8.0       704        3.5
(H)      Huge          11 to less than16   12.5      1100        5.0
(G)      Gargantuan    more than 16        17.5      1540        7.0

Water need is for consumption. It is not in relation to aqua species. If the race is biepedal like a human, then Size refers to height. If the race is four or more legged and stands like a horse then Size refers to length. Tale length is not included in this measure unless the creature is entirely tale, as in the case of a serpent.

Movement Rate Modifiers

Add the (+) and (-) modifiers, multiply this sum by 1/4 and multiply this sum by your Base Movement Rate to find your Resultant Movement Rate. Base Movement Rate represeants the unencombered walking rate of the individual. The individual can walk at this rate for 10 hours a day (with proper rest during the day and night) without suffering any adverse effects due to physical strain.

Traveling Without Rest:

carrying less than 1/10 of personal bodyweight gives +1 to these checks
during extra 1-3 hours               Constition check
during extra 4-6 hours               Constition check at -1
during extra 7-9 hours               Constition check at -2
during extra 10-12 hours             Constition check at -4
...

If the individual fails his Constitution check he must stop and sleep for one sleep Furthermore, the next day, regardless of whether he failed or passed his Constitution checks, he receives -1 modifier to his Base Movement Rate for a period equal to the period spent traveling without rest (the number of hours spent traveling beyond ten per wake cycle).

Traveling Faster:

Constitution check hourly                     +1
Constitution check at -1 hourly               +2
Constitution check at -2 hourly               +3
Constitution check at -3 hourly               +4
...

If the individual fails his Constitution check he must stop and rest for an hour and then functions for the rest of the day with a -1 modifier to his Base Movement Rate. Furthermore, the next day, regardless of whether he failed or passed his Constitution checks, he receives a negative modifier of a value of half the positive modifer he recieved due to traveling faster.

Enviromental Conditions:

smooth terrain       (plains, paths, roads, flatlands, etc.)                        base rate
rough terrain        (forested, thick undergrowth, rocky, jagged, hilly, etc.)            -1
difficult terrain    (heavy forest, thick kneehich bushes, steep hills, valleys, etc.)    -2
resistant terrain    (mountain, tangled forest, thick waisthigh bushes, crevasses, etc.)  -3
high winds           (not capable of knocking over the individal)                         -1
very high winds      (verging on capable of ocassionally knocking over the individal)     -3
1/2 knee deep snow   (meaning that the individual sinks this deep on average)             -1
knee deep snow       (meaning that the individual sinks this deep on average)             -2
thigh deep snow      (meaning that the individual sinks this deep on average)             -3
severely iced ground (self explanitory)                                                   -1
light flooding       (such the individual is still capable of walking)                    -1
hard rain            (self explanitory)                                                   -1
soft sand            (such as at a beach or desert)                                       -1

Encumberance:

Negative modifiers due to encumberance are listed in the encumberance section. Traveling on a mount or vehical each mount or vehical has its own Base Movement Rate and alterations to the above Movement Rate Modifiers.

Combat

Attacker rolls his "hit" which is a dice value given under Dexterity and adds to this result any +/- due to the quality of the weapon he is using. Defender rolls his "dodge" which is a dice value given under Dexterity.

If the attacker's roll is higher than the defender's, then the defender has failed to dodge; if the attacker's roll is lower than the defender's, then the defender has succeeded to dodge and the attack has failed.

The attacker now rolls his "crush" which is a dice value given under Strength and adds this to his previous attack total. If the defender chose to parry at the begining of combat, he now rolls his "parry" which is a combination of Strength and Dexterity and adds this to his previous total, +/- anything due to the weapon's "parry class" which is listed in the weapon's infomation.

If the attacker's new total is higher than the defender's new total, the attempt to parry failed. If the attacker's new total is lower than the defender's new total, the attempt to parry succeeded and the attack has failed. In either case, contact between the weapons has been made; therefore, both weapons will have to make a sword-save (see the section on sword-saves).

If the defender's attempt to parry fails or (more likely) he did not choose to parry, the attack total (attacker's "hit" + "crush" + any +/- due to weapon quailty) is compaired to the defence total (defender's "dodge" + "parry"(only if the defender did choose to parry at the begining of combat) + the defender's armour class (which is a point value listed in his armour's information) If the attack total is higher than the defence total then a hit has been scored (see the section on recieving damage). If the attack total is lower than the defence total than the defender's armour has absorbed the damage. In either case, the defender's armour takes damage.

Taking Damage:

When a person is hit, both thier armour and their person takes damage.

Making A Character

Rolling Attributes:

Roll 2d8 six times. These are your six attribute scores. Depending on the kind of character you want, certain attributes will be more improtant to you than others. You will, therefore, assign the higher of your rolls to these and the lower to others. This engine is designed such that a one represents an absolute lack of that attribute, an eight represents the average and a 15 represents mastery. Twenty is the highest that any attribute can ever be. Every time your character goes up a level, you get to add one point to one attribute; therefore, going from first to second level, you could increase your Strength from nine to ten. See the section on Attributes for specific infromation on each each attribute

Proficiencies:

Every proficiency is linked to an attribute. It will sometimes be necessary to roll a proficiency check. Rolling a proficiency check means that you roll 1d20 and if your roll is below or equal to the relevant attribute score then you succeed, if it is above then you fail. There are five difficulty levels and each proficiency description will list what actions for the particular proficiency fall into what difficulity levels.

1. The character can always do this without rolling a check.
2. The character can only do this in favourable circumstances without rolling a check. (the Puppet Master will decide what qualifies for favourable circumstances)
3. The character must roll a proficiency check.
4. The character must roll a proficiency check with a penality of 1d4.
5. The character must roll a proficiency check with a penality of 2d4.

Some proficiency discriptions may list higher difficulty levels for extremely difficult feats. Increasing difficulty levels simply follow the increasing 1d4 penalty.

In order to have a certain proficiency (such as juggling) you must spend a proficiency slot on it. You start the game with a certain number of proficiency slots and gain more as you increase in levels. You may spend more than one proficiency slot on each proficiency. Every extra proficiency slot you spend increases your proficiency check by one point up to a check of 15. It costs two slots to raise it to 16, three slots to raise it to 17, four slots to raise it to 18, etcettera. If you have a dexterity of eight, spend one extra proficiency slot in juggling to raise the check to nine then go up a level and raise your dexterity to nine, your proficiency check in juggling is now 10 and all other proficencies dependant upon dexterity are also raised by one. If you have a dexterity of 10 and proficiency check in juggling of 16 and you raise your dexterity to 11 when you go up your next level then your proficiency check in juggling raises to 17 and all other proficiency checks dependant on dexterity raise by one also. Although a proficiency check can be made to be better than 20, a roll of 20 always indicates failure.

You may use a proficiency that you do not have; however, all difficulty levels are increased by 2; therefore, if you wanted to do something that would normally have a difficulty level of five, you would have to make a proficiency check with a penalty of 4d4. Athough this penality can result in a negative proficiency check, a roll of 1 always indicates success.

Race Generator

Height

Set a base height for males and females, then add a dice modifier. The base will determine whether females are generely taller, shorter or equal to males and will set the general height for the race. The modifier will determine the diversity of hight throughout the race. Ensure that the listed hight is contained in only one Size class. See Size Classes for information on movement rate and water need based on your character's height. List the Size Class of the Race beside the size information.

Weight

Set a base weight for males and females, then add a dice modifier. The base will determine whether females are generely heavier, lighter or equal to males and will set the general weight for the race. The modifier will determine the diversity of weight throughout the race.

Lifespan

Indicate Adolescent, Adult, Middle Age, Old Age and Venerable in years. Note that at Middle Age characters recieve -1Str/Dex, +1Per/Int; Old Age characters recieve -1Str/Dex/Con, +1Per/Int/Cha; Venerable characters recieve -2Str/Dex/Con, +2Per/Int/Cha.

Attribute Adjustments

Racial features may adjust attribute scores. For example, an extremely small and light race would likely not be too strong. Pluses and minuses may be given to attribute scores. Following the previous example: -2 Strenght, +2 Dexterity may be suitable. Furthermore Maximum scores are necessary. It is understandable that a small and light individual will never have a Strenght of 19 while a member of an extremely large and weighty race may be incredibley weak due to some cripiling debilitation. These maximums can only be exceeded due to magical bonuses.

Abilities & Hinderances

This is how the races are balanced. The total points for the traits you pick must add to 0.

+1 to an attribute:         +2
-1 to an attribute:         -2
an attribute maximum of 18: -0.25
an attribute maximum of 17: -0.5
an attribute maximum of 15: -1
an attribute maximum of 13: -1.5
an attribute maximum of 11: -2
an attribute maximum of  9: -2.5
an attribute maximum of  7: -3
an attribute maximum of  5: -3.5
an attribute maximum of  3: -4

water need: +1 for each size class better
            -1 for each size class worse
            +4 none
            -2 for a different (more rare) substance required

movement rate: +1 for each size class better
               -1 for each size class worse

winged:
 flying movement rate of: 4mph    352ft/min   +1
                         10mph    880ft/min   +1.5
                         25mph   2200ft/min   +2
                         50mph   4400ft/min   +2.5
                         75mph   6600ft/min   +3
                        100mph   8800ft/min   +3.5
 no arms (this means wings cannot be used to grasp): -3

aqua:
 can breathe only water:               0
 can breathe air as well as water with penalties for one type:  +1
 can breathe air as well as water with no penalties for either: +2
 swiming movement rate:   for each size class better:           +1
 swimming movement rate:  for each size class worse:            -1

inate magical ability:
 +0:  once per day       +1:  first level spell
 +1:  twice per day      +2:  second level spell
 +2:  thrice per day     +3:  third level spell
 ...  

to cast an infinite number of times per day:
 +4 +spell level modifier x2

poison: +0.1 per dose per day

example:

Name:       Aeolian
Height:     Male/Female Base: 68/64 inches,   Modifier: 2d6
Size Class: Medium (M)
Weight:     Male/Female Base: 120/100 pounds, Modifier: 3d10
Lifespan:   Adolescent: 17, Adult: 25, Middle age: 95, Old Age: 140, Venerable: 150
 (0)Attribute Adj: -1 Strenght, +1 Dexterity
(-1)Maximums:      Constitution 15
(+1)Water Need:    (S) 1L/day
(+1)Movement Rate: (L) 8.0 mph & 704 feet/min
 (0)Winged:        no
 (0)Aqua:          no

Character Creation Step By Step Guide

Get a several sheets of blank paper. Roll 2d8 six times recording the results on the first sheet of paper. You should now have six numbers written down between 2 and 16 in value. If you do not then re-read the section called Rolling Dice.

DEX  hit    dodge  parry
 1   1d6    1d6    +1
 2   1d6+1  1d6+1  +2
 3   1d6+2  1d6+2  +3
 4   2d6    2d6    1d6
 5   2d6+1  2d6+1  1d6+1
 6   2d6+2  2d6+2  1d6+2
 7   3d6    3d6    1d6+3
 8   3d6+1  3d6+1  2d6
 9   3d6+2  3d6+2  2d6+1
10   4d6    4d6    2d6+2
11   4d6+1  4d6+1  2d6+3
12   4d6+2  4d6+2  3d6
13   5d6    5d6    3d6+1
14   5d6+1  5d6+1  3d6+2
15   5d6+2  5d6+2  3d6+3
16   6d6    6d6    4d6
17   6d6+1  6d6+1  4d6+1
18   6d6+2  6d6+2  4d6+2
19   7d6    7d6    4d6+3
20   7d6+1  7d6+1  5d6

STR  crush  parry
 1   1d6    +1
 2   1d6    +1
 3   1d6+1  +2
 4   1d6+1  +2
 5   1d6+2  +3
 6   1d6+2  +3
 7   2d6    1d6
 8   2d6    1d6
 9   2d6+1  1d6+1
10   2d6+1  1d6+1
11   2d6+2  1d6+2
12   2d6+2  1d6+2
13   3d6    1d6+3
14   3d6    1d6+3
15   3d6+1  2d6
16   3d6+1  2d6
17   3d6+2  2d6+1
18   3d6+2  2d6+1
19   4d6    2d6+2
20   4d6    2d6+2
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