moar updates
This commit is contained in:
@@ -9,112 +9,195 @@ short_code: uha
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[[toc]]
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### Introduction
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In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops" (ex: [Exploration Procedure](#exploration-procedure)):
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1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players.
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2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for.
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3. **Repeat**" Return to step 1 and repeat until the adventuring ends.
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### Ability Checks
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
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For most checks, roll a 20-sided die (d20) and add the ability's modifier.
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- The Referee may also add a situational modifier to the roll, typically between -4 and +4.
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<div class="dividedTableWrapper" id="ability-modifier-table">
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| Ability | Mod |
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| :-----: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Ability Modifier]
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</div>
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- The GM may also add a situational modifier to the roll, typically between -4 and +4.
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Then, check the results of the roll:
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- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
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- An 11 or higher is a success.
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- A 6-10 represents a partial success: the check succeeds, but with a potential complication or challenge for the roller.
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- A 5 or less is a failure.
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- A natural 1 means a critical failure: the check fails, and often includes an extra complication or challenge for the roller.
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<div class="dividedTableWrapper">
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### Exploration Procedure
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| Roll | Result |
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| :----------------------: | :-----------------: |
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| 25+ or natural 20 | Critical Success |
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| 11-24 | Complete Success |
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| 6-10 | Complicated Success |
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| 5 or less | Failure |
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| Less than 0 or natural 1 | Fumble |
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The general steps to take when exploring (dungeon, wilderness, etc.)
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[Ability Check Result]
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1. **Setup**: Referee describes the situation
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2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
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3. **Complication Check**: Referee rolls the complication die to see what effect it has.
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4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
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5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
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</div>
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- Dungeon: 180'
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- Wilderness: 6 miles
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- A natural 20 or a result of 25 or more is a **Critical Success**: the check succeeds, and often includes a bonus for the roller.
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- An 11-24 indicates a **Complete Success**: the check succeeds.
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- A 6-10 represents a **Complicated Success**: the check succeeds, but with a potential [complication](#complications) or challenge for the roller.
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- A 5 or less is a **Failure**: the check fails.
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- A natural 1 or a result of less than 0 is a **Fumble**: the check fails, and often includes an extra complication or challenge for the roller.
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6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
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#### Skilled Ability Checks
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Many classes have unique skills which PCs learn as they gain levels in those classes.
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<div class="dividedTableWrapper" id="class-level-modifier-table">
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| Class Level | Mod | Term |
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| :---------: | :-: | :------: |
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| 1 | -1 | Novice |
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| 2-4 | 0 | Beginner |
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| 5-7 | +1 | Skilled |
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| 8-10 | +2 | Advanced |
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| 11-13 | +3 | Expert |
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| 14+ | +4 | Master |
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[Skilled Ability Check Modifier]
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</div>
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When making a check that involves a class skill, add the skill modifier for the PC's current level to the appropriate ability check roll.
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- ex: a 5th level thief that wants to use their Thief Skills to hide in the shadows would make a DEX ability check, rolling a d20 and adding their DEX modifier to the roll, and would _then_ add an additional +1 to the roll before determining the result.
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### Complications
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Complications can effect the immediate situation or the GM can optionally save them for later, tallying or counting them, and making a Complication Check for each one at the next appropriate time.
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#### Complication Check
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Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred).
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Roll 1d6.
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1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
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2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
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3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
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4. **Fatigue**: Party must rest for 10 minutes (1 turn) or gain a level of [exhaustion](#exhaustion).
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5+ **No Complications**
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<div class="dividedTableWrapper">
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### Conditions
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| 1d6 | Result |
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| :-: | :--------------: |
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| 1 | Encounter |
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| 2 | Locality |
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| 3 | Exhaustion |
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| 4 | No complication |
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| 5 | Signs / Portents |
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| 6 | Discovery |
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[Complication Check Result]
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</div>
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- **Encounter**: Wandering creature, social encounter, or some other random interaction.
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- **Locality**: Some environmental or external event that affects the PCs.
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- ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party.
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- **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhaustion).
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- May be ignored for the first few checks in a session, as appropriate.
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- **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
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- **Discovery**: Party finds something useful or helpful.
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- ex: a magic item, a secret door, a hidden ally.
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- May be ignored after first occurrence in a session, as appropriate.
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### Exploration Procedure
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The time scales for exploration vary based on the area being explored:
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- Dungeon exploration is divided into 10-minute turns, with each turn covering roughly 180 feet of unexplored dungeon.
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- Wilderness exploration is divided into 4-hour watches, with each watch covering roughly 6 miles of unexplored (open) terrain.
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The general steps to take when exploring (for each turn / watch):
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1. **Setup**: GM describes the situation.
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2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
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3. [**Complication Check**](#complication-check): GM rolls the complication die to see what effect it has.
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4. **Actions / Responses / Complications**: Party declares actions, GM describes the results (and any complications).
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5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
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6. **Repeat**: Return to step 2 and repeat until adventuring ends (or destination is reached).
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### Challenges and Hazards
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- Fall damage is 1d6 per 10'.
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#### Darkness
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- If unable to see, treat as [blinded](#blinded).
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- Candles light 10' radius.
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- Torches / lanterns light 30' radius.
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- When moving through darkness with flame light, no chance of stealth / surprise.
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#### Infravision
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- Can see heat tones, even in the dark.
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- Usually works to 60'.
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Allows creatures to see heat tones, even in [darkness](#darkness).
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#### Listening at Doors
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- Works to 60' unless noted otherwise.
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Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise.
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#### Truesight
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- Referee makes this roll.
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Allows creatures to:
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- see in normal or magical darkness;
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- see invisible creatures and objects;
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- automatically detect, see-through, and Save vs visual illusions;
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- perceive the true (original) form of a shapechanger or ploymorphed creature; and
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- see into the ethereal plane to perceive ghosts and other spirits.
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#### Listening for Noises
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Spend a minute listening (ex: at a door) and make an [INT or WIS check](#ability-checks) to hear a noise.
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- GM rolls.
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#### Opening Doors
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- Locked Doors can be picked or broken.
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- Picking a lock takes 1d6 minutes.
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- Picking a lock takes up to 1d6 minutes.
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- Stuck Doors can be unstuck or broken.
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- Doors always break on a 1. Failure can affect stealth / surprise.
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<div class="dividedTableWrapper">
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| STR | Unstick | Break |
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| :---: | :-----: | :----: |
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| 3-8 | --- | 1-in-6 |
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| 9-12 | 2-in-6 | 1-in-6 |
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| 13-15 | 3-in-6 | 2-in-6 |
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| 16-17 | 4-in-6 | 3-in-6 |
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| 18+ | 5-in-6 | 4-in-6 |
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[Forcing Door Chances]
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</div>
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#### Other Hazards
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- Fall damage is 1d6 / 10'.
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- To unstick or break a door, make a [STR check](#ability-checks) at -2.
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- Doors always break on a critical success.
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- Failure / complications can affect stealth / surprise.
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#### Swimming
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- Creatures are assumed to be able to swim at 1/2 their normal movement speed.
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- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
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- Unless the creature is just floating, a [STR or CON check](#ability-checks) is required every turn (10 minutes).
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- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
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- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
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- The third failure indicates the creature begins [drowning](#drowning).
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#### Drowning
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##### Drowning
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- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
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- Each combat round, a drowning creature must **Save** or take 1d8 drowning damage.
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- When a drowning creature is rescued, it gains 1 level of exhaustion.
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- Once the exhaustion is cleared, the creature gains back any HP lost to drowning.
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#### Urban Navigation
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To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mod + INT mod.
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To navigate to a location in a busting city, make an **Urban Exploration Roll** (2d6 + [CHA mod](#ability-modifier-table) + [INT mod](#ability-modifier-table)).
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- Modify roll in friendly, dangerous, or especially alien areas.
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- Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way.
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- Roll random encounter checks each hour
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- Roll random encounter checks each hour.
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<div class="dividedTableWrapper">
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@@ -143,7 +226,14 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
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- 3 HD: May carry a creature 1/2 the size of a humanoid.
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- 6 HD: May carry a creature the size of a humanoid.
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- 12 HD: May carry a large creature (ex: horse)
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- 24 HD: May carry a huge animal (ex: elephant)
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- 24 HD: May carry a huge creature (ex: elephant)
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**Light**
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- During the daytime, fog or heavy rain will create dim light in open areas.
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- At night:
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- A full moon on a clear night will create dim light in open areas.
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- Fog or moonless night will create [darkness](#darkness).
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<!--
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@@ -158,16 +248,10 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
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- Party has 1-in-6 chance of encountering game.
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- This is in addition to normal random encounter chances.
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**Light**
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A full moon (or fog, heavy rain, etc., during daytime) with a
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clear sky will create an area of dim light. Otherwise, night
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and very thick fog will create darkness. See the Dungeon
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Adventures section for the effects of darkness.
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**Losing Direction**
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- At the start of each day, referee should roll to determine if group loses direction.
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- At the start of each day, GM should roll to determine if group loses direction.
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- Chance of losing direction depends on terrain being traversed:
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- Grasslands, plains, clear: 1-in-6
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- Hills, mountains, woods, barren areas: 2-in-6
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@@ -186,7 +270,7 @@ Adventures section for the effects of darkness.
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- Some terrain affects overland speed while traveling through it:
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- Maintain roads: Increase speed by 50%.
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- Maintained roads: Increase speed by 50%.
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- Hilly, wooded, or desert terrain: Decrease speed by 33%.
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- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
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@@ -203,61 +287,50 @@ Characters can usually see 3 miles around (in clear terrain).
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### Encounter Procedure
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1. **Check Stealth**: Referee rolls for stealth, if applicable.
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1. **Check Stealth**: GM rolls for stealth, if applicable.
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- Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.
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- Parties carrying an active light source typically can not have stealth.
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- Parties carrying an active light source typically can not have stealth.
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- Individual party members may have stealth even if the rest of the party doesn't.
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- If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
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- If all sides have stealth, they miss each other.
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2. **Determine Distance**: Referee determines how far away the characters are from the encounter.
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2. **Determine Distance**: GM determines how far away the characters are from the encounter.
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- Often determined by the nature of the encounter itself, but may be determined randomly:
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- Dungeon: 2d6 x 10'
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- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
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3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first.
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- Tie goes to the party side, roll-off as needed.
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4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
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- Players decide how their characters will act.
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- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
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- If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
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- Creature actions are often determined by the nature of the encoulastnter itself, but may be determined randomly.
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- If creature / NPC reaction isn't obvious, make a **Reaction Roll** (2d6, possibly modified based on what the creature / NPC believes about the party beforehand).
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- If someone tries to communicate, make a 2nd reaction roll, this time modified by the speaker's [CHA modifier](#ability-modifier-table) and a modifier based on the first roll as indicated below.
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<div class="dividedTableWrapper">
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<div class="dividedTableWrapper" id="reaction-table">
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| 2d6 | Result |
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| :-: | :---------: |
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| 2- | Attack! |
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| 3 | Hateful |
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| 4 | Leery |
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| 5 | Rude |
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| 6 | Aloof |
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| 7 | Uncertain |
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| 8 | Confused |
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| 9 | Indifferent |
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| 10 | Cordial |
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| 11 | Amiable |
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| 12+ | Friendly! |
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| 2d6 | Result | 2nd Roll Mod |
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| :-: | :---------: | :----------: |
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| 2- | Attack! | -3 |
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| 3 | Hateful | -2 |
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| 4 | Leery | -1 |
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| 5 | Rude | -1 |
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| 6 | Aloof | 0 |
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| 7 | Uncertain | 0 |
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| 8 | Confused | 0 |
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| 9 | Indifferent | +1 |
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| 10 | Cordial | +1 |
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| 11 | Amiable | +2 |
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| 12+ | Friendly! | +3 |
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[Reaction Table]
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</div>
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<div class="dividedTableWrapper">
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| CHA | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Charisma Modifier]
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</div>
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5. **End Turn**: Once the encounter has played out, the turn ends.
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- Each encounter is assumed to take at least one full turn to complete.
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@@ -278,42 +351,28 @@ Any side that wishes to avoid an encounter may attempt to flee.
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- Only possible before combat begins.
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- Each opposing side declares whether or not they want to pursue.
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- Players decide freely if they wish to pursue fleeing creatures.
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- Referee decides whether creatures pursue fleeing PCs (based on circumstances or roll).
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- GM decides whether creatures pursue fleeing PCs (based on circumstances or roll).
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- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
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- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
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### Advancement
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As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total.
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As the adventures continue, the PCs will interact with their world, gaining Level Points for each session.
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- Each standard coin worth of treasure gained is worth 1 XP, and each creature has an XP value awarded for beating them (one way or another).
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- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling).
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- Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points.
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- Referees may increase the derived value arbitrarily.
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- Once a PC acquires enough XP, they go up to the next level in their class.
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|
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<!--
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Thinking about making this either session based, adventure based, or something along those lines.
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- How can I note the rules while keeping them _super vague_?
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You gain 1 Advancement Point for each major challenge or obstacle you overcome.
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- In practice, this amounts to somewhere between 1 point per session and 1 point per adventure.
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- When you have as many Advancement Points as your current level, you gain another level.
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- When you gain a level, your advancement point count resets.
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-->
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- Once a PC acquires a number of Level Points equal to their next desired level, they may gain a level in their desired class.
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#### Upon Gaining a Level
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When a PC increases their level, the following actions may be performed:
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- Roll a hit die (based on the PC's class), and add it to their maximum hit points.
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- 1s and 2s may be re-rolled.
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- Alternatively, roll the next die step down and add 2.
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- Their player may pick one of the PC's abilities, and roll 3d6.
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- Roll a hit die (based on the class), and add it to their maximum hit points.
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- 1s and 2s may be re-rolled a single time.
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- Check the [Skilled Ability Check Modifier table](#skilled-ability-checks) to determine if their skill modifier increases.
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- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if they gain any new.
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||||
- The player may pick one of the PC's abilities, and roll 3d6.
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||||
- If the resulting roll is higher than the ability score, increase the score by 1.
|
||||
- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
|
||||
|
||||
### Conditions
|
||||
### Creature Conditions
|
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|
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#### Blinded
|
||||
|
||||
@@ -323,38 +382,45 @@ When a PC increases their level, the following actions may be performed:
|
||||
- only hits on a natural 20 (as a critical hit).
|
||||
- +4 to attacks against a blinded creature.
|
||||
|
||||
### Deafened
|
||||
#### Deafened
|
||||
|
||||
- A deafened creature:
|
||||
- can’t hear, and
|
||||
- automatically fails any ability check that requires hearing.
|
||||
- +2 to attacks against a deafened creature.
|
||||
|
||||
#### Entangled
|
||||
|
||||
- An entangled creature:
|
||||
- is unable to move,
|
||||
- has disadvantage on attack rolls and ability checks that require moving,
|
||||
- can make a new **Save** attempt each combat round,
|
||||
- is automatically released if the entangling weapon is used to attack another opponent.
|
||||
- Attack rolls against an entangled creature have advantage.
|
||||
|
||||
#### Exhausted
|
||||
|
||||
- An exhausted creature:
|
||||
- gets -1 to _all_ rolls, and
|
||||
- has their AC reduced by 1 for each level of exhaustion they have.
|
||||
- has their AC reduced by 1.
|
||||
- These effects are cumulative for each level of exhaustion they have.
|
||||
- Each level of exhaustion can be cleared by resting for 4 hours (1 watch).
|
||||
- Gain 2 levels of exhaustion per day without a long rest.
|
||||
|
||||
<!--
|
||||
- Going for more than one day with a long rest adds 1 level of exhaustion per day since last long rest.
|
||||
|
||||
#### Frightened
|
||||
|
||||
Most (unintelligent) frightened creatures will flee from the source of their fear.
|
||||
|
||||
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within sight.
|
||||
The creature can’t willingly move closer to the source of its fear.
|
||||
-->
|
||||
- A frightened creature:
|
||||
- is unable to willingly move closer to the source of its fear (desiring only to flee from it), and
|
||||
- has disadvantage on ability checks and attack rolls while it can see the source of its fear.
|
||||
- Most unintelligent creatures will actively flee when frightened.
|
||||
|
||||
#### Invisible
|
||||
|
||||
- An invisible creature:
|
||||
- can't be seen without magic or a special sense,
|
||||
- can't be seen without magic or a special sense (ex: [Truesight](#truesight)),
|
||||
- can only be tracked by any noise it makes or tracks it leaves, and
|
||||
- gets advantage on attacks.
|
||||
- Attacks against an invisible creature have disadvantage.
|
||||
- Attacks against an invisible creature have disadvantage and can only be made when attacking creature has _some_ idea of where the invisible creature is (or recently was).
|
||||
|
||||
#### Paralyzed
|
||||
|
||||
@@ -363,7 +429,7 @@ Most (unintelligent) frightened creatures will flee from the source of their fea
|
||||
- automatically fails any ability check that requires movement or speech.
|
||||
- Attack rolls against a paralyzed creature have advantage.
|
||||
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
|
||||
- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
|
||||
- Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
|
||||
|
||||
#### Petrified
|
||||
|
||||
@@ -386,7 +452,7 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
|
||||
|
||||
- A prone creature:
|
||||
- moves at half normal speed,
|
||||
- can stand up for half its normal speed (ending the condition),
|
||||
- can stand up for half its normal speed (ending the condition), and
|
||||
- has disadvantage on attack rolls.
|
||||
- When attacking a prone creature:
|
||||
- melee attacks have advantage, and
|
||||
@@ -395,30 +461,27 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
|
||||
#### Restrained
|
||||
|
||||
- A restrained creature:
|
||||
- can't move, and
|
||||
- is unable to move, and
|
||||
- has disadvantage on attack rolls and ability checks that require moving.
|
||||
- Attack rolls against a restrained creature have advantage.
|
||||
|
||||
<!--
|
||||
```
|
||||
Stunned
|
||||
#### Stunned
|
||||
|
||||
A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
|
||||
The creature automatically fails Strength and Dexterity saving throws.
|
||||
Attack rolls against the creature have advantage.
|
||||
```
|
||||
-->
|
||||
- A stunned creature:
|
||||
- is unable to move, attack, take any actions, and can speak only falteringly; and
|
||||
- automatically fails any ability check that requires movement.
|
||||
- Attack rolls against an stunned creature have advantage.
|
||||
|
||||
#### Unconscious
|
||||
|
||||
- An unconscious creature
|
||||
- An unconscious creature:
|
||||
- is unable to speak, move, attack, or take any actions;
|
||||
- automatically fails any ability check that requires movement or speech; and
|
||||
- is unaware of their surroundings.
|
||||
- When a creature is rendered unconscious, they drop whatever they are holding and fall prone.
|
||||
- Attack rolls against an unconscious creature have advantage.
|
||||
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
|
||||
- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
|
||||
- Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
|
||||
|
||||
### Encumbrance
|
||||
|
||||
@@ -427,8 +490,8 @@ Characters can carry a number of "Important Items", based on their Strength (STR
|
||||
- Items can be carried **At Ready** or **Packed**.
|
||||
- "At Ready" items may be grabbed and used without delay.
|
||||
- Packing or unpacking items takes 1 turn.
|
||||
- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
|
||||
- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
|
||||
- Characters can carry a number of at-ready items up to their Strength (STR), with a minimum of 7.
|
||||
- Additionally, characters may carry a number of packed items up to their Strength (STR), also with a minimum of 7.
|
||||
- Leather armor (with or without studs) counts as 1 item, chain mail and half plate each count as 2 items, and full plate counts as 3 items.
|
||||
- 2-handed weapons count as 2 items.
|
||||
- 100 coins or gems count as 1 item.
|
||||
@@ -445,7 +508,7 @@ The state of a character's health is determined by their number of hit points (H
|
||||
- Re-roll any 1s or 2s.
|
||||
- Modify the rolled value of each die by CON as below:
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
<div class="dividedTableWrapper" id="constitution-modifier">
|
||||
|
||||
| CON | Mod |
|
||||
| :---: | :-: |
|
||||
@@ -465,16 +528,41 @@ The state of a character's health is determined by their number of hit points (H
|
||||
|
||||
#### Dying
|
||||
|
||||
- Monsters and NPCs usually die at 0 HP.
|
||||
- When a PC drops to 0 HP or lower, they must **Save vs Death** at the beginning of each round of combat.
|
||||
- On a success, they can move at half rate this round.
|
||||
- On a fail, they lose 1 HP to blood loss and can't move this round.
|
||||
- While a PC is at 0 HP or lower:
|
||||
- They can't attack or cast spells.
|
||||
- Anyone else may make an INT check to try and stabilize them.
|
||||
- A success raises them to 1 HP and restores their ability to move and fight.
|
||||
- Can't be used on oneself.
|
||||
- At -(level) HP (or lower), they must **Save vs Death** or die.
|
||||
- Creatures and NPCs usually die at 0 HP.
|
||||
- When a PC drops below 0 HP, they are momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn.
|
||||
- The Saving throw is modified as follows:
|
||||
- the PC's CON modifier is applied to it,
|
||||
- -1 for each HP bellow 0, and
|
||||
- +1/2 current level (round up).
|
||||
- On a success, the PC stabilizes at 0 HP.
|
||||
- On a fail, the PC can give some potential final words before falling [unconscious](#unconscious), apparently dead.
|
||||
- While a PC is stabilized at 0 HP, they:
|
||||
- can only move 1/2 their normal rate,
|
||||
- can't attack or cast spells, and
|
||||
- can make an INT check and try to restore their mobility.
|
||||
- The check counts as a combat action.
|
||||
- On a full success, the PC heals to 1 HP and can move and attack as normal.
|
||||
- On a complicated success, the PC remains at 0 HP.
|
||||
- On a failure, the PC drops to -1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn.
|
||||
- Any _other_ character may make an [INT check](#ability-checks) to try and help a stabilized or stunned PC at or below 0 HP, restoring their mobility.
|
||||
- The check counts as a combat action.
|
||||
- On a success, the PC heals to 1 HP and can move and attack as normal.
|
||||
- On a normal failure, the PC remains at current HP.
|
||||
- On a critical failure, the PC loses 1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn.
|
||||
|
||||
##### Recovering the Body
|
||||
|
||||
If the body of an apparently dead PC is recovered, the PC gets one final chance to **Save** or Die.
|
||||
|
||||
- Add CON modifier to roll,
|
||||
- On a success, the PC sits upright wheezing deeply, having only been winded or wounded, and is restored to 1 HP (able to move and attack as normal).
|
||||
- On a failure, the PC is well and truly dead - there's nothing to do but go through their pockets for loose change.
|
||||
|
||||
<!--
|
||||
|
||||
Spirits!
|
||||
|
||||
-->
|
||||
|
||||
#### Healing
|
||||
|
||||
@@ -484,15 +572,18 @@ The state of a character's health is determined by their number of hit points (H
|
||||
- A potion of healing restores up to 1d6+1 HP.
|
||||
- A potion of greater healing restores up to 2d6+2 HP.
|
||||
- A potion of supreme healing restores up to 3d8+3 HP.
|
||||
- Quaffing a readied potion takes a combat action, but can be done while moving.
|
||||
|
||||
<!--
|
||||
### Knowledge
|
||||
|
||||
- Spellcasters may make an INT check to identify a magic item.
|
||||
- Failures cannot be re-attempted until research is performed or a level is gained.
|
||||
-->
|
||||
|
||||
### Languages
|
||||
|
||||
- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
|
||||
- Anyone who speaks a language can understand other related languages (ex: dialects) with a successful INT check.
|
||||
- Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
|
||||
- The following lists of languages are not all-inclusive.
|
||||
|
||||
@@ -521,6 +612,7 @@ Most class languages are secret, known only to members of their class, and often
|
||||
- **Aerian**: Native language of air elementals, dialect of elemental.
|
||||
- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
|
||||
- **Aquon**: Native language of water elementals, dialect of elemental.
|
||||
- **Chitter**: The secret language of burrowing mammals, known to many gnomes.
|
||||
- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
|
||||
- **Doppleganger**: Native language of dopplegangers.
|
||||
- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
|
||||
@@ -530,12 +622,12 @@ Most class languages are secret, known only to members of their class, and often
|
||||
- **Elvish**: Native language of elves, dialect of faerie.
|
||||
- **Faerie**: Native language of the fae, usually divided into 2 dialects:
|
||||
- **High Faerie** Spoken in the ruling courts of the Faewolde.
|
||||
- **Low Faerie**: Spoken everywhere else in the Faewolde.
|
||||
- **Low Faerie**: Spoken everywhere outside of the ruling courts of the Faewolde.
|
||||
- **Farspeak**: Language of the far realms.
|
||||
- **Gargoyle**: Native language of gargoyles.
|
||||
- **Firbish**: Native language of firbolgs.
|
||||
- **Giant**: Native language of giants.
|
||||
- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
|
||||
- **Gnollish**: Native language of gnolls.
|
||||
- **Gnollish**: Native language of gnolls and jakkra.
|
||||
- **Gnomish**: Native language of gnomes.
|
||||
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
|
||||
- **Halfling**: Native language of halflings.
|
||||
@@ -562,7 +654,7 @@ Most class languages are secret, known only to members of their class, and often
|
||||
|
||||
### Perception Checks
|
||||
|
||||
Generally, perception can be checked by rolling highest of INT or WIS.
|
||||
Generally, perception can be checked by making either an [INT or WIS check](#ability-checks).
|
||||
|
||||
### Size
|
||||
|
||||
@@ -603,7 +695,7 @@ Some equipment (including many magic items) have limited uses, tracked via a **U
|
||||
- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
|
||||
- After dropping a die step from a d4, the magic item has only 1 use remaining.
|
||||
- When no more uses are left, the item becomes inert.
|
||||
- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
|
||||
- At the GM's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
|
||||
-->
|
||||
|
||||
!!!include(license/wotc-cc-by.md)!!!
|
||||
|
||||
Reference in New Issue
Block a user