Post by Deleted on Feb 16, 2013 23:09:38 GMT -5
starting over here. please feel free to say what you like, dislike, or hate.
version 1.2.0
- changed Dodge; no damage if successful
version 1.1.9
- changed Damage, Fatigue, and Recovery
version 1.1.8
- moved the advantage of defending w/polearm from Charging section to CounterAttack section
version 1.1.7
- allowing Dodge with any attack
version 1.1.6
- reversing version 1.1.4 change; raising attributes costs 20 XP
version 1.1.5
- changed: Characters may recover 1 EN at the end of combat by passing 3/ST
version 1.1.4
- changed cost to raise attributes; 15XP
version 1.1.3
- increased max total of attributes to 40
version 1.1.2
- added 'fuzzy-facing'; Facing (Option 2)
version 1.1.1
- broke Defend out into Parry and Block
version 1.1.0
- renamed thread
- added Basic and Advanced options
version 1.0.2
- added free Counterattack against Charging Strike for a defender with a polearm
version 1.0.1
- added Combat Option: Shield Bash
Character Creation
All characters have three attributes: Strength (ST), Dexterity (DX), and Intelligence (IQ).
ST reflects the character’s physical strength. It affects how much damage a character can withstand and what weapons the character may wield.
DX reflects the character’s agility, dexterity, and physical coordination.
IQ reflects the character’s intelligence, intuition, knowledge, and perception. A character’s IQ determines the maximum number of skills or spells they may ever learn.
New characters start with ST8, DX8, IQ8 and 8 additional points to be distributed among those attributes. Additionally, all characters have three Reserves: Endurance (EN), Spirit (SP), and Movement Allowance (MA).
EN reflects the character’s ability to absorb damage. A character’s starting EN equals his/her ST.
SP reflects the inner or divine strength called upon to perform great feats or power spells. A character’s starting SP equals his/her IQ halved and rounded down.
MA denotes the number of 5-foot spaces a character can move in one turn. A character’s MA always equals his/her adjusted DX halved and rounded down.
There are two types of characters: Martialists and Mystics.
Martialist include such archetypes as Warriors, Rogues, Rangers, and Thieves. Martialists rely more on their physical prowess and skills to have successful adventures. They may learn spells but not as cheaply as Mystics. Martialists begin knowing Common and their racial language.. Mystics include such archetypes as Wizards, Druids, and Priests. Mystics rely less on their physical traits and more on their intelligence and spells. They learn spells more cheaply than Martialist. Mystics begin knowing Sorcerer’s Tongue, Common, and their racial language. Mystic possess Literacy in all of their starting languages. All characters start with 50 XP.
Character Advancement
A character is awarded 1 XP for each skill check he/she passes outside of combat. All characters receive 1 XP for each combat-encounter that ends in their favor. XP is used to attributes, skills, or spells. All characters pay 20 XP to increase an attribute by 1 point. However, the sum of all attributes may not exceed 40. Martialists pay 10 XP to increase skill levels or EN. They pay 20 XP to learn a spell or increase SP. Mystics pay 10 XP to learn spells or increase SP. They pay 20 XP to increase skill levels or EN.
Character’s Turn
A character’s turn consists of two phases: Movement and Action. During the Movement phase, a character may move up to his movement allowance (MA), which is half his DX rounded down. After the Movement phase, a character may execute ONE action.
Combat Options
Basic
(see official rules)
Extra Damage
An attacker may acquire a 1 point damage bonus for every 1 point of penalty applied to his hit roll. Limit -4/+4.
Advanced
Dual-Wielding (Option 1)
A dual-wielding character must specify which hand is used for striking or throwing in the Action phase of his turn. If the other hand performs a Counterattack or Defend reaction, the next turn is not forfeit. Attacking, counterattacking, and defending from the off-hand use an extra die.
Charging Strike/Throw (Option 1)
For every 1 space charged through (up to 3 spaces), a melee or thrown weapon attacker takes a 1 point penalty to the hit roll and a 1 point bonus to the damage roll. Polearms gain 1 additional point of bonus damage. The charging attacker forfeits his Reaction for that round.
Aimed Strike/Shoot (Option 1)
If an attacker refrains from movement during his turn, he may attempt to hit his target in a vulnerable area. For every 1 point penalty accepted to the hit roll, a 1 point bonus is applied to the damage roll. The penalty cannot exceed 3 points. Bows gain an additional bonus point of damage. The aiming attacker forfeits his Reaction for that round.
Shield Bash (Option 1)
An attacker with a shield may attempt to knock his opponent down by winning ST against his opponent as long as his opponent is not twice as strong. If the opponents falls, he loses his next turn standing up.
Facing (Option 1)
All combatants on a hex-map must indicate which three sides of their hex-space they are facing at the end of their Movement phase. These three sides are the facing sides. The other three sides are the rear sides. An attacker can only attack toward one of his facing sides. If a melee or thrown weapon attack passes through one of the target’s rear sides, the attacker gains a +2 bonus to his hit roll and his damage ignores shield armor. A defender can only react to an attack from one of his facing sides.
Facing (Option 2)
Facing is undetermined at the beginning of every round. All combatants on a hex-map must indicate which three sides of their hex-space they are facing when first attacked each round. These three sides are the facing sides. The other three sides are the rear sides. Attacks passing through the rear sides gain a +3 DX bonus to the hit roll and ignore shield armor.
Reactions
Basic
(see official rules)
CounterAttack (Option 1)
(see official rules)
Polearms receive +2 DX to hit and +2 to damage when counterattacking.
Advanced
Dodge (Option 1)
The defender may view the attacker's hit roll before deciding to dodge. A defender may dodge any attack by passing 3/DX. If successful, the dodger takes no damage and moves into an unoccupied, adjacent space as part of the dodge. If no space is available, the defender cannot dodge. The dodger forfeits his next turn.
Parry (Option 1)
The attacker's hit roll may be viewed before deciding to parry. Parry defends against melee only. Parry requires a melee weapon and passing 3/DX modified by the defender's weapon skill. Passing the check requires the attacker to add an additional die to his hit roll. The defender forfeits his next turn.
Block (Option 1)
The attacker's hit roll may be viewed before deciding to block. Block defends against melee, thrown, or missile attacks. Block requires a shield and passing 3/DX modified by the armor rating of the defender's shield. Passing the check requires the attacker to add an additional die to his hit roll. The defender forfeits his next turn.
Damage, Fatigue, and Recovery
Damage deducts from EN first. When EN reaches zero, the character is unconscious and dying. The character dies unless healed to at least 1 point of EN at the end of the encounter. Subsequent damage deducts from SP. If EN and SP are reduced to zero, the character is dead with no chance of recovery. Characters may recover 1 EN at the end of combat by passing 3/ST. Each 6 hour period of sleep recovers 1 EN.
Fatigue deducts from SP. When SP reaches zero, fatigue deducts from EN if available and the character is unconscious but not dying. Passing 3/IQ at the end of each encounter recovers 1 SP. Each hour of sleep or rest recovers 1 SP.
Weapons
Unarmed; 3/DX to hit; damage ST/6 (rounded down)
Torch; 3/DX to hit; 1 point of fire damage (ignore armor) when lit.
version 1.2.0
- changed Dodge; no damage if successful
version 1.1.9
- changed Damage, Fatigue, and Recovery
version 1.1.8
- moved the advantage of defending w/polearm from Charging section to CounterAttack section
version 1.1.7
- allowing Dodge with any attack
version 1.1.6
- reversing version 1.1.4 change; raising attributes costs 20 XP
version 1.1.5
- changed: Characters may recover 1 EN at the end of combat by passing 3/ST
version 1.1.4
- changed cost to raise attributes; 15XP
version 1.1.3
- increased max total of attributes to 40
version 1.1.2
- added 'fuzzy-facing'; Facing (Option 2)
version 1.1.1
- broke Defend out into Parry and Block
version 1.1.0
- renamed thread
- added Basic and Advanced options
version 1.0.2
- added free Counterattack against Charging Strike for a defender with a polearm
version 1.0.1
- added Combat Option: Shield Bash
Character Creation
All characters have three attributes: Strength (ST), Dexterity (DX), and Intelligence (IQ).
ST reflects the character’s physical strength. It affects how much damage a character can withstand and what weapons the character may wield.
DX reflects the character’s agility, dexterity, and physical coordination.
IQ reflects the character’s intelligence, intuition, knowledge, and perception. A character’s IQ determines the maximum number of skills or spells they may ever learn.
New characters start with ST8, DX8, IQ8 and 8 additional points to be distributed among those attributes. Additionally, all characters have three Reserves: Endurance (EN), Spirit (SP), and Movement Allowance (MA).
EN reflects the character’s ability to absorb damage. A character’s starting EN equals his/her ST.
SP reflects the inner or divine strength called upon to perform great feats or power spells. A character’s starting SP equals his/her IQ halved and rounded down.
MA denotes the number of 5-foot spaces a character can move in one turn. A character’s MA always equals his/her adjusted DX halved and rounded down.
There are two types of characters: Martialists and Mystics.
Martialist include such archetypes as Warriors, Rogues, Rangers, and Thieves. Martialists rely more on their physical prowess and skills to have successful adventures. They may learn spells but not as cheaply as Mystics. Martialists begin knowing Common and their racial language.. Mystics include such archetypes as Wizards, Druids, and Priests. Mystics rely less on their physical traits and more on their intelligence and spells. They learn spells more cheaply than Martialist. Mystics begin knowing Sorcerer’s Tongue, Common, and their racial language. Mystic possess Literacy in all of their starting languages. All characters start with 50 XP.
Character Advancement
A character is awarded 1 XP for each skill check he/she passes outside of combat. All characters receive 1 XP for each combat-encounter that ends in their favor. XP is used to attributes, skills, or spells. All characters pay 20 XP to increase an attribute by 1 point. However, the sum of all attributes may not exceed 40. Martialists pay 10 XP to increase skill levels or EN. They pay 20 XP to learn a spell or increase SP. Mystics pay 10 XP to learn spells or increase SP. They pay 20 XP to increase skill levels or EN.
Character’s Turn
A character’s turn consists of two phases: Movement and Action. During the Movement phase, a character may move up to his movement allowance (MA), which is half his DX rounded down. After the Movement phase, a character may execute ONE action.
Combat Options
Basic
(see official rules)
Extra Damage
An attacker may acquire a 1 point damage bonus for every 1 point of penalty applied to his hit roll. Limit -4/+4.
Advanced
Dual-Wielding (Option 1)
A dual-wielding character must specify which hand is used for striking or throwing in the Action phase of his turn. If the other hand performs a Counterattack or Defend reaction, the next turn is not forfeit. Attacking, counterattacking, and defending from the off-hand use an extra die.
Charging Strike/Throw (Option 1)
For every 1 space charged through (up to 3 spaces), a melee or thrown weapon attacker takes a 1 point penalty to the hit roll and a 1 point bonus to the damage roll. Polearms gain 1 additional point of bonus damage. The charging attacker forfeits his Reaction for that round.
Aimed Strike/Shoot (Option 1)
If an attacker refrains from movement during his turn, he may attempt to hit his target in a vulnerable area. For every 1 point penalty accepted to the hit roll, a 1 point bonus is applied to the damage roll. The penalty cannot exceed 3 points. Bows gain an additional bonus point of damage. The aiming attacker forfeits his Reaction for that round.
Shield Bash (Option 1)
An attacker with a shield may attempt to knock his opponent down by winning ST against his opponent as long as his opponent is not twice as strong. If the opponents falls, he loses his next turn standing up.
Facing (Option 1)
All combatants on a hex-map must indicate which three sides of their hex-space they are facing at the end of their Movement phase. These three sides are the facing sides. The other three sides are the rear sides. An attacker can only attack toward one of his facing sides. If a melee or thrown weapon attack passes through one of the target’s rear sides, the attacker gains a +2 bonus to his hit roll and his damage ignores shield armor. A defender can only react to an attack from one of his facing sides.
Facing (Option 2)
Facing is undetermined at the beginning of every round. All combatants on a hex-map must indicate which three sides of their hex-space they are facing when first attacked each round. These three sides are the facing sides. The other three sides are the rear sides. Attacks passing through the rear sides gain a +3 DX bonus to the hit roll and ignore shield armor.
Reactions
Basic
(see official rules)
CounterAttack (Option 1)
(see official rules)
Polearms receive +2 DX to hit and +2 to damage when counterattacking.
Advanced
Dodge (Option 1)
The defender may view the attacker's hit roll before deciding to dodge. A defender may dodge any attack by passing 3/DX. If successful, the dodger takes no damage and moves into an unoccupied, adjacent space as part of the dodge. If no space is available, the defender cannot dodge. The dodger forfeits his next turn.
Parry (Option 1)
The attacker's hit roll may be viewed before deciding to parry. Parry defends against melee only. Parry requires a melee weapon and passing 3/DX modified by the defender's weapon skill. Passing the check requires the attacker to add an additional die to his hit roll. The defender forfeits his next turn.
Block (Option 1)
The attacker's hit roll may be viewed before deciding to block. Block defends against melee, thrown, or missile attacks. Block requires a shield and passing 3/DX modified by the armor rating of the defender's shield. Passing the check requires the attacker to add an additional die to his hit roll. The defender forfeits his next turn.
Damage, Fatigue, and Recovery
Damage deducts from EN first. When EN reaches zero, the character is unconscious and dying. The character dies unless healed to at least 1 point of EN at the end of the encounter. Subsequent damage deducts from SP. If EN and SP are reduced to zero, the character is dead with no chance of recovery. Characters may recover 1 EN at the end of combat by passing 3/ST. Each 6 hour period of sleep recovers 1 EN.
Fatigue deducts from SP. When SP reaches zero, fatigue deducts from EN if available and the character is unconscious but not dying. Passing 3/IQ at the end of each encounter recovers 1 SP. Each hour of sleep or rest recovers 1 SP.
Weapons
Unarmed; 3/DX to hit; damage ST/6 (rounded down)
Torch; 3/DX to hit; 1 point of fire damage (ignore armor) when lit.