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23:11, 24th April 2024 (GMT+0)

2/  GAME MECHANICS.

Posted by galley_slaveFor group 0
galley_slave
GM, 33 posts
Sun 28 Jul 2019
at 15:59
  • msg #1

GAME MECHANICS

I am going to be running this game using the published Rulebook ... and the GAME MECHANICS included within it.

That said, I like simplicity.
Between that, and for the sake of easy on-line play, there will be some (minor) changes.
If this bothers you, perhaps this is not the game for you.



If you do not have a copy of the rulebook, I'll be publishing the basics here, on this site.
* If you are interested, you can get yourself a copy at:
https://www.drivethrurpg.com/p...-Heroes-Free-Edition



;-P
galley_slave
GM, 34 posts
Sun 28 Jul 2019
at 16:27
  • msg #2

GAME MECHANICS

THE BASIC MECHANIC

In most all situations (other than those rolls to determine damage inflicted) you will
roll d20 and hope for the highest score possible.

     - This roll will usually be modified in (often more than) one way.
     - a natural 1 is always a FAILURE.
     - a natural 20 is always a SUCCESS.


ATTRIBUTE CHECKS
Attribute checks are rolled when a hero attempts something that tests the limits of even their prodigious abilities or when their efforts are being opposed by some worthy opponent.

An attribute’s check target is equal to 21 minus the attribute score. To make an attribute check, roll 1d20 and compare it to the most relevant attribute’s check number, adding +4 to the roll if they have a Fact that would help them with the task. If the roll is equal or greater than the score, they succeed. If the roll is lower, then something happens to complicate the situation and it doesn’t work out as they desire. Godbound almost never simply fail at something they try to do, but it might take too long, work as unanticipated, or add some fresh complication to the situation.
A natural roll of 1 on a check is always a failure, while a roll of 20 is always a success, assuming success is at all possible.

If the Godbound is being opposed by someone, then both the Godbound and their opponent make rolls, and the one who succeeds by the largest margin wins the contest. If the opponent hasn’t got attribute scores recorded, the GM should just pick an appropriate score.
Some checks might be modified by the situation or the difficulty of the tasks. Feats that would tax human capabilities might take a -4 penalty to the roll, while penalties of up to -8 might be applied for tasks that seem only marginally possible for a human being. Completely impossible feats require the use of a gift or miracle to achieve.


SAVING THROWS
Can a hero throw off the venom that even now gnaws his heart?
Can she dive clear of the massive jade pillar as it plunges to the earth?
Is he able to resist the mental influence of the Uncreated abomination?

To find out, the hero must roll a saving throw. Some dark powers or grave perils might explicitly allow a saving throw to resist their effect, while at other times the GM might choose to allow one.

To roll a saving throw, the hero must roll 1d20 and compare it to their most relevant saving throw type. If the roll is equal or higher than the saving throw score, it’s a success. A natural roll of 1 is always a failure, and a natural roll of 20 always succeeds.

Hardiness is used for tests of their physical endurance and bodily integrity, and is modi ed by the better of a PC's Constitution or Strength modifiers.
Evasion is for challenges of agility and quick response, and is modified by the better of a hero's Dexterity or Intelligence modifiers.
Spirit saves are made for magical threats or mental influences that don’t fall under one of the other headings, and are influenced by the better of a hero's Charisma or Wisdom modifiers.
     - When in doubt, the GM picks a type for the saving throw.

PCs have a base saving throw in each category of 16 minus their character level, minus the highest applicable attribute modifier. Thus, a first level hero with a Constitution modifier of +1 and a Strength modifier of -1 has a Hardiness saving throw of 14.

Monsters, non-player characters, and other creatures also may attempt saving throws if necessary. Most foes will have their saving throws listed in their combat statistics, but if a GM needs to determine a score in a hurry, they can just count it as 15 minus half the creature’s hit dice, to a minimum of 5 or better to save. Creatures exceptionally suited or unsuited to resisting a type of peril might gain a bonus or penalty to the score ranging from -3 to +3.


ATTACKING
To hit with an attack, the assailant rolls 1d20 and adds their attack bonus, their relevant attribute modifier, and the target’s armor class (thus, lower Armour class is desired).
If the total is 20 or more, it’s a hit.
A natural roll of 1 always misses and a natural 20 always hits.

Most assailants get only a single attack for their action, but some beasts or sublimely-skillful combatants can make multiple attacks in a single action.
A combatant in melee who moves away from a foe without spending their action disengaging draws an instant free melee attack from all nearby foes. Some Gifts allow a hero to avoid these passing blows.


DAMAGE
If an attack hits, the assailant rolls their weapon’s damage die and adds the relevant attribute modifier.
     - For Light weapons, this is the better of their Strength or Dexterity modifiers.
     - For Medium and Heavy weapons, this is their Strength modifier
     - For Ranged weapons it’s Dexterity.
Supernatural weapons or effects use whatever attribute seems most appropriate to the effect.

This damage roll is then compared to the table below, and the given amount of damage is suffered by the target.
     - Against Godbound foes, this damage is subtracted from their hit points.
     - Against other opponents, this damage is taken by the target’s hit dice.
Roll        =      Damage Taken
1 or less         None
2 – 5                1 point

6 – 9                2 points
10 or more     4 points

If the attack does more than one die of damage, they are all count separately. Any modifier is applied to only one die of the attacker’s choice.
Thus, a blast that does 5d8 damage a target would do from 0 to 10 points of damage, depending on the results of the dice.

If the damage a PC does is more than enough to kill the target, the Overflow can be applied to any other target in range of equal or worse armor class.
Thus, if there are four identical one hit die peasants in melee and the hero rolls a 10 on the damage die of his two-handed sword, all four would be killed in a single brutal round.

This overflow effect does not apply to area-effect damage that is inflicted on everyone within an area. Only PCs inflict overflow damage, not NPC foes.

Some powers inflict damage dice “straight”. Such dire dice do their natural result in damage points, without using the table.
galley_slave
GM, 43 posts
Sun 28 Jul 2019
at 16:52
  • msg #3

GAME MECHANICS

COMMITING EFFORT
Godbound must Commit Effort to use many of their powers. Effort committed 'for the day' or 'for a scene' may not be reclaimed earlier. Effort committed for shorter durations may be reclaimed at any time, whether or not it’s the hero’s turn. A hero who wishes to use a powerful offensive gift or miracle might thus choose to reclaim the Effort they’re using to sustain a defensive ability, or may choose to abandon the Effort they’ve committed to a gift in order to throw up a sudden defense.

A divine miracle require heroes to Commit Effort for the day. If the miracle mimics a gift that also would already require a day-long commitment, two points must be committed instead.
All committed Effort is returned with each new morning, though the Godbound might leave some Effort committed to gifts they want to continue using.


USING GIFTS AND MIRACLES IN COMBAT
Outside of combat or other time-sensitive situations, gifts may be used whenever the Godbound desires to do so, granted they have enough free Effort to commit to them.

During combat, Godbound may use Instant gifts at any time, whether or not it’s their turn to act.
On Turn gifts may only be used during their turn, but they do not count as actions and as many of them may be used as the Godbound wishes.
Action gifts count as the hero’s action for the round, and so only one can be used.

Miracles normally count as Instant; although attacks, offensive dispellings, environmental changes, and other external effects count as the invoker’s Action for the round.

Some gifts are Constant.  These powers are always in effect, though some have additional effects that can be triggered by Committing Effort. Doing so is an Instant action unless specified otherwise.
galley_slave
GM, 44 posts
Sun 28 Jul 2019
at 17:27
  • msg #4

GAME MECHANICS

WEAPONS
Rather than provide a lengthy list of armaments that are all largely identical in murderous function, weapons in Godbound are broken down into a few basic categories.
Each type of weapon has a damage die and one or more attributes associated with it. Wielders add that attribute’s modifier to their hit roll and damage roll with the weapon. Where two attributes are listed the wielder can use the better of the two. Weapons used as part of a magical attack granted by a gift can use whatever attribute seems most appropriate to the way they are being wielded.

Unarmed attacks (Punch, kick, bite) uses your Str or Dex modifier, and do 1d2 damage.
Light weapons (Dirk, club, rapier) use Str or Dex modifier (your choice), and do 1d6 damage.
Medium weapons (Sword, spear, mace) use Str, and do 1d8 damage.
Heavy weapons (Greatsword, maul) use Str modifier, and do 1d10 damage.
1H Ranged weapons (Javelin, knife) use Dex, and do 1d6 damage.
2H Ranged weapons (Bow, crossbow) use Dex, and do 1d8 damage.


ARMOUR
Amid the ashing blades and thunderous bolts of combat, a little steel is welcome between a warrior’s skin and an enemy sword. Armor improves the wearer’s armor class, making them more difficult to hurt in a fight.

The lower the armor class, the better. Armor class is modified by the subject’s Dexterity modifier, with a bonus lowering it and a penalty raising it.
A hero’s armor class can never be worse than 9, even if they’re unarmored and exceptionally slow.

Wearing armor comes at a cost, however. It pinches, burdens, and has unfortunate occult impurities. If you wear medium armor, apply a -4 penalty to a saving throw roll of your choice; maybe your hauberk slows you down, hindering your Evasion, or maybe it’s just heavy on your shoulders, and harms your Hardiness, or maybe the light, exible alloy it’s made of is a dangerous conductor of curses, penalizing your Spirit save. You can choose whichever saving throw you prefer, but can’t change it for that particular suit of armor afterwards.

If you wear heavy armor, choose two categories to be penalized. Shields and light armor inflict no penalties.

No Armour (Skin or clothing) inflicts no penalty, and provides Armour Class 9.
Light Armour (Leathers or hides) inflicts no penalty, and provides Armour Class 7.
Medium Armour (Mail or light plate) and inflicts -4 to one Saving Throw, and provides Armour Class 5.
Heavy Armour (Heavy plate) and inflicts -4 to two Saving Throw, and provides Armour Class 3.
     - Shield provides a further -1 bonus to Armour Class.
     - Dex modifier provides a further bonus to Armour Class.


WEALTH and EQUIPMENT
Your PC has on their person or available nearby whatever equipage or belongings might be appropriate to their background and situation. Any Godbound can lay hands on weapons or armor to suit them given a little time, but if there’s any question as to whether or not they own something or have it on them, just consult their situation. If they are prepared for a particular undertaking or role, such as delving into a lost Night Road, or acting as a roving spice merchant, or infiltrating a palace to poison a malevolent god-king, they have whatever equipment might be expected for the task in whatever quantities seem reasonable. Special equipment such as magical items or celestial artifacts are always tracked separately.

Particularly grand purchases that don’t fit their existing Facts must be purchased with Wealth points. Sailing ships, real estate, grand celebrations, legendary carousing, the bribes of high officials, the out fitting of mercenary bands, and other major expenditures fall under this heading, while pettier purchases can simply be assumed, as Godbound have many means of acquiring what they need. As a newly-fashioned Godbound, your PC has not yet earned any Wealth worth the name, but will doubtless rectify that shortcoming as soon as possible.

The availability of equipment and possessions will depend on the character’s surroundings. If the character is lucky enough to be a Godbound of Artifice, they may not lack for anything conceivable to the artificers of the realm. Other groups will have to make do with the talents of the local craftsmen or their own scavenging.

Most nations in a realm will have technology no more sophisticated than Renaissance Europe at best, with many impoverished lands lacking even that. Gunpowder weapons are unknown in most realms, and only through rare artifices, diligent excavation, or special enchantments can more advanced gear be acquired by a hero.
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