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OMnM: Basic Mechanics.

Posted by Grand ElderFor group 0
Grand Elder
GM, 236 posts
Mon 7 Feb 2022
at 17:35
  • msg #1

OMnM: Basic Mechanics

navigation
Grand Elder
GM, 237 posts
Mon 7 Feb 2022
at 17:52
  • msg #2

Attributes and Skills

Attributes:
  • Strength (STR): a measure of power and might
  • Dexterity (DEX): a measure of finesse, reflex, and poise
  • Endurance (END): a measure of resilience and vitality
  • Intellect (INT): a measure of mental acuity and reasoning
  • Will (WIL): a measure of presence, personality, and mental fortitude
  • Charm (CHA): a measure of social grace and charisma

Skills:
  • Academic (INT): academic matters and scholarly pursuits.
  • Athletics (FIN/END): physical activity (running, swimming, etc.).
  • Block (END): use  of body, object, or shield to intercept attacks.
  • Concentration (WIL): maintaining focus.
  • Craft() (INT): skill at producing items or structures related to discipline.
  • Diplomacy (CHA): using compromise and negotiation to reach a shared outcome.
  • Dodge (FIN): avoid attacks through evasion or movement.
  • Fight (STR/DEX): unarmed combat.
  • Insight (CHA): gain awareness of intent and emotion of another.
  • Intimidation (CHA): using threats or violence to obtain an outcome.
  • Investigation (INT): establish the truth of an evident using facts and evidence.
  • Larceny (DEX): commit a criminal act such as theft, lockpicking, etc.
  • Leadership (CHA): lead others to a common goal.
  • Medicine (INT): administer medical treatment.
  • Melee (STR/DEX): fight with a melee weapon.
  • Performance (CHA): give an artistic performance (music, dance, etc.)
  • Politics (INT): understanding of political systems and their members.
  • Profession() (INT): skills necessary to perform professionally in discipline.
  • Resolve (WIL): resist an outside effect, compulsion, or temptation.
  • Ride (DEX): ride a mount or operate a vehicle
  • Shoot (DEX): fire a projectile weapon or spell.
  • Stealth (DEX): hide or otherwise avoid detection.
  • Streetwise (CHA): gain knowledge from criminals or common people.
  • Subterfuge (CHA): use deceit or misdirection to obtain result.
  • Survival (INT): skill to survive in emergency or wilderness situation.

Both Attributes and Skills are normally be between 0 and 5. Values above 5 reflect various degrees of supernatural abilities. To help understand what these values mean refer to this chart:

ScoreAttributeSkill
0Below-AverageUntrained
1AverageAmateur
2Above-AverageAdept
3TalentedProfessional
4GiftedElite
5PeakMaster

Note: At character creation you will have attributes assigned to you which use this array: 0,1,1,1,1,2. You will also be assigned a set of skills whose values will be: 1,1,2,3. Both attributes and skills will be based off RTJ.
This message was last edited by the GM at 17:54, Mon 07 Feb 2022.
Grand Elder
GM, 238 posts
Mon 7 Feb 2022
at 20:11
  • msg #3

Difficulty and Degrees of Success/Failure

Difficulty

The difficulty of a passive obstacle is determined by a scale relative to the following table:

DifficultyDescriptor
01Easy
03Average
06Difficult
09Hard
12Very-Hard
15Challenging
18Near Impossible

Opposed checks are used when the opposition is an NPC or Player. In both both passive and opposed checks success goes to whoever has the higher total. In the event of a tie victory goes to the defender or the Player; whichever is more appropriate.

Note: Skills that remove Player agency (diplomacy, intimidation, etc.) cannot be enforced against Players but it is encouraged that players engage with the roleplay. Suitable penalties will be employed for breaking with the roleplay.

Degrees of Success and Failure

ValueOutcome
0 to 1+Total Success
-1 to -2Conditional Success
-3 to -4Conditional Failure
-5+Total Failure
  • Total Success: Your efforts succeed without any complications.
  • Conditional Success: Your efforts succeed to a lesser extent or as intended but with a consequence.
  • Conditional Failure: Your efforts fail but provide a minor advantage to attempt further.
  • Total Failure: Your effects fail.

Bryson searches the woods for a lost village child. His Intellect (2) + Investigation (3) total is 5 but the finding the child is Difficult (6). While he finds the child cowering in the hollow of a tree he wounds himself when he slips on a wet stone (Conditional Success). The return trip will be slower and more perilous.

Modifiers

A modifier is any action or external circumstance that influences the result of a check. Positive modifiers are called bonuses and negative modifiers are called penalties. Additionally are three degrees of modifiers: minor (+/- 2), major (+/- 4), and overwhelming (+/- 6).


William stands watch at night, the guard tower illuminated by torch light and his stomach filled with ale (-2). Unlucky for him a dense fog rolls in which severely limits his range of sight (-4). Hopefully the rumors of bog witches were just rumors.
This message was last edited by the GM at 15:59, Wed 09 Feb 2022.
Grand Elder
GM, 239 posts
Wed 9 Feb 2022
at 16:06
  • msg #4

Equipment and Items

There are three categories of items with each providing a different equipment bonus: common (+1), advanced (+2), and specialized (+4).

Grace is exploring an abandoned manor house with a torch. The torch provides a +1 bonus to her Investigation total. If she had a lantern it would give her a +2 bonus and a hooded lantern a +4. Still when a ghoul burst around a corner its better to have a heavy torch to hit them with.

This scheme also applies to weapons, armor, and shields.

BonusWeaponArmorShield
0UnarmedCloth, robes-
1Dagger, club, slingTextile, hideBuckler, targe
2Longsword, spear, light crossbowLeather, mailKite shield
3Greatsword, maul, heavy crossbowFull plateHoplum, heater shield

Weapons with a base bonus of +3, unless other stated require two hands and cannot be used with shields whose base bonus is higher than +1. Armor and shields above +1 bonus add their bonus as a penalty to all Dexterity totals.

Rylan, a freelance mercenary, tends his equipment between campaigns. His trusted plate mail (+3 defense) and kite shield (+2 defense) have seen him through many deadly fights. Even if they make him as graceful as a boulder on the battlefield (-5 penalty).

Finally items of exceptional quality may have bonuses greater than +3. These items do not require two hands to use unless their base counterpart does.
Grand Elder
GM, 240 posts
Wed 9 Feb 2022
at 16:21
  • msg #5

Combat

Initiative

Initiative is determined in a first-come, fist-served manner. A Player may have their actions take place after an NPC or another Player but the inverse is not true. If ambushed then the ambushing party has a free round of actions before the ambushed party may act.

Actions

In a given turn you may take:

- 1 full-round action and 1 swift action
- 1 major action, 1 minor action, and 1 swift action
- 2 minor actions, 1 swift action

Full-round actions are used to activate particularly potent abilities. Additionally a full-round action may be used to increase an attack or defense total by 1.5x, round down.

Major actions are attacking, casting a spell, giving a command, or using a piece of mundane equipment such as a signaling horn or breaching ram.

Minor actions are using a charge on an enchantment, dropping prone, standing from prone, or drawing/returning an item to a pouch, quiver, or backpack.

Swift actions are taking a single side step, dropping an item, or speaking a short phrase.

--

Each round you may move up to your speed however you may not interrupt this movement with actions. Additionally defensive actions such as blocking, dodging, or otherwise evading harm are assumed to take place unless circumstance prevents such actions. PC's are assumed to use their highest defensive total whenever possible unless otherwise stated. The exception to this is instantaneous defensive magic.

Attack, Defense, and Damage

To attack someone you must first be within range of your weapon. For melee weapons this is within 5 ft. except for polearms which can be 10 to 15 ft. For ranged weapons they can accurately hit targets within 50 to 150 ft. depending on the weapon and suffer a penalty to fire at greater ranges although elevation and other circumstances can remove these penalties.

Once in range you attack total is compared to the targets defense total and if the difference is positive then you deal that amount of damage to them. Otherwise your attack is negated or otherwise avoided.

Gallian and Julius square off in a duel. Gallian wields an oaken spear (+2 attack) while Julius wields an arming sword (+1 attack) and a targe (+1 defense). The two men have their opening exchange with Gallian's attack total of 6 overpowering Julius' defense total of 4. Julius narrowly avoids a wound along his flank (2 DMG).

In the event that an individual is attacked multiple times in a single round each attack after the first reduces their active defense total by 1. This is known as overwhelm and represents increasing fatigue and reduced evasion options for the defender.
This message was last edited by the GM at 16:56, Wed 09 Feb 2022.
Grand Elder
GM, 241 posts
Wed 9 Feb 2022
at 16:56
  • msg #6

Health, Injury, and Healing

Health

Health, measured in HP, is a reflection of the overall condition of a being. Each being has an amount of HP relative to their Endurance that replenishes at a rate of 1 HP/End/Day (min. 1 per 2 days). Please consult the following table for the appropriate values:

ScoreHP
007
110
212
315
420
525

HP increases by 5 per point of Endurance of above 5 until it reaches 10. Afterwards (11+) each point grants 10 per point. This pattern repeats every 10 Endurance.

Thomas was a sickly man (Endurance 0) so even casual assaults against his person were enough to wind him and reduce him to unconsciousness (7 HP). This was not a trait that his twin brother Robert (Endurance 4) had as he was able to weather most things with a casual ease (20).

Injury

When a being's HP is reduced to 0 they are rendered unconscious or are slain, depending on circumstance. However they opt to retain consciousness by taking on Injuries. Injuries are lasting forms of harm that absorb damage equal to their severity (minor: 2, major: 4, overwhelming: 6). Each such injury applies a similar penalty to some action relative to the source of harm. This penalty lasts as long as the Injury does.

An individual may never have a total number of injuries greater their Endurance score lest they are killed outright. Additionally each Injury recovers at its own rate (minor: 1 week, major: 1 month, overwhelming: permanent).

Gregory is a peasant solider who has suffered grievous wounds. Having found himself pinned underneath a stampeding horse he only narrowly clung to life but his leg was mangled (Overwhelming Injury). Field surgeons were forced to amputate the limb. So while his body will heal he cannot regrow his low leg causing him to suffer a -6 penalty to Dexterity totals due to his lameness.

Healing

During normal activity HP recovers at a rate of 1 per Endurance per day but this rate is doubled while resting. Additionally each Injury reduces the total HP of a person by half its penalty until it is recovered.

Thomas faints (0 HP) after pushing himself too hard and spends the next week convalescing (1 HP per day). If the same had happened to his brother he'd have recovered in 3 days (8 HP per day).

Gwen cuts her hand while preparing reagents for a potion (minor Injury). The wound will heal within the week but until then her HP total is reduced from 10 to 9.

For Injuries the duration of their recovery can be halved, round down, if they receive medical attention from an individual whose Medicine total is greater than or equal to their total Injury penalty.

The son of a baron has suffered a laceration to his chest, taken an arrow to the thigh, and has slight fractures in his arm (-8 total). Under normal circumstances it would take him a month and a half to recover but under the attention of the castle physician he recovers in just over three weeks.
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