moar updates

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---
title: GM's Tools (Alpha)
description: A few more useful tools for GMs, currently in open beta.
date_pub: 2024-06-21T22:28:58.000-04:00
section: tools
content_type: feature
short_code: t1a
status: hidden
---
<script crossorigin="anonymous" integrity="sha256-oTzJ337+krSUvt6QB4uj3ko3zlJBULbMdYxFgyYK6fc=
sha384-Jp3amSrLOinxKymki4BiCwi2qhSuGsCFUjp3pUIcTustcE6zNtO4Abs15kJItBw7
sha512-M5+Z/3zFT8rPTGzrvRGPrBvUYSsgqbTy4ZvnJqjW1jXvtfeMvGxZm6ZaQYSJSBSt8iz/WtnBdHQ/CuIy/nis2A=="
src="/scripts/lib/dice-v2.0.0.min.js"></script>
<script type="module" src="/scripts/tools.js"></script>
<noscript>
<p>Sorry, most of the GM's Tools require JavaScript to work.</p>
<p>Please enable it or try using a different browser.</p>
</noscript>
<div class="refereeTools">
<details class="toolDetails" open>
<summary>
<h3>Magical Concept / Effect Roller</h3>
</summary>
<div class="magicItemConcept-controls">
<p>
Based on
<a
href="http://recedingrules.blogspot.com/2010/03/spell-like-effect-spur.html"
target='_blank'>Telecanter&apos;s Spell-like Effects Table</a>.
</p>
<form id="js-magicItemConcept"></form>
</div>
<ul class="magicItemConcept-output" id="js-magicItemConcept-output"></ul>
</details>
</div>

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---
title: GM's Screen
description:
date_pub: 2023-12-03T22:23:17.000-04:00
section: tools
content_type: feature
short_code: tgs
---
<!--
- add links to crit / fumble tables
- redo skills using new system
- redo encounter notes to include 2/4/6 (or equivalent) rolls
- Reaction roller (with mod box)
- Morale checker (with value to check against)
- link to size table
- link to creature save table
- link to weapon tables &and weapon properties)
- Go through the rules, look for anything that jumps out as something you went and looked up during the last few sessions / your last one-shot.
- bows are 2-handed, but not slow
-
-->
<div class="refereeScreen">
<details class="toolDetails" open>
<summary>
<h3>
Combat Procedure (10s)
<a href="/rules/combat.html#combat-procedure" target="_blank"></a>
</h3>
</summary>
1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons**
2. **Roll Initiative**: Each side rolls 1d20, ties go to PCs.
3. **Winning Side Actions**:
- **Morale Check**
- **Movement and Action** (any order)
4. **Change Sides**: In initiative order.
5. **Slow Weapons**
6. **Repeat**
</details>
<details class="toolDetails" open>
<summary>
<h3>
Encounter Sequence
<a href="/rules/adventuring.html#encounter-procedure" target="_blank"></a>
</h3>
</summary>
1. **Stealth**: GM rolls for stealth, if applicable.
2. **Determine Distance**
- 2d6 x 10 in dungeon
- 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness.
3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
5. **End Turn**: Each encounter is assumed to take at least one full turn to complete.
</details>
<details class="toolDetails" open>
<summary>
<h3>Group Skills</h3>
</summary>
- **Board**: To position vehicles for boarding.
- All: 2-in-6
- **Forage**: To find food while traveling overland.
- All: 1-in-6
- Barbarian: 2-in-6
- Ranger: 2-in-6
- **Hunt**: To find food dedicating time to the task.
- All: 1-in-6
- Barbarian: 5-in-6
- Ranger: 5-in-6
- **Pathfind**: To navigate without a road or river, varies by terrain type
- Clear, grasslands: 5-in-6.
- Barren lands, hills, mountains, woods: 4-in-6.
- Druid in woodlands: 5-in-6
- Desert, jungle, swamp: 3-in-6.
- **Stealth** To pass unnoticed by foes
- Light = no stealth, base 2-in-6 chance otherwise.
- Failure of group can trigger individual skill checks (ex: thief, halfling).
</details>
<details class="toolDetails" open>
<summary>
<h3>Individual Skills</h3>
</summary>
- **Force**: To force open doors through strength.
- Determined by STR
- **Light Fire**: Use a tinderbox to light a fire.
- All: 2-in-6
- **Listen**: To hear monsters through doors (breaking their stealth).
- Humans: 1-in-6
- Demihumans: 2-in-6
- Thief: by level
- **Luck**: To avoid triggering traps by stepping over a pressure plate instead of on it.
- All: 4-in-6 (based on traps only triggering on 1-2)
- **Know Lore**: Identify an item
- Bard: 2-in 6 chance
- **Search**: To find hidden passages and traps.
- Humans: 1-in-6
- Demihumans: 2-in-6
- **Stealth**: When the party fails its stealth check, stealthy classes get another chance.
- Deurgar: 3-in-6
- Halflings: 2-in-6
- Ranger: 3-in-6 (in woods)
- Svirfneblin: 4-in-6 (in gloomy underground conditions)
- Thieves: Varies with level
</details>
<details class="toolDetails" open>
<summary>
<h3>Morale Check</h3>
</summary>
Creatures whove been severely wounded or seen their leaders killed may flee.
- Roll 2d6 under morale score or the monsters surrender / flee.
- After 2 successes in a fight, no further checks.
- When to check morale: - After the first death on a side, and - When a side is half killed or incapacitated.
</details>
<details class="toolDetails" open>
<summary>
<h3>Reaction Roll</h3>
</summary>
Roll 2d6 + CHA bonus.
- **2-**: Hostile, attacks
- **3-5**: Unfriendly, may attack
- **6-8**: Neutral, uncertain
- **9-11**: Indifferent, uninterested
- **12+**: Friendly, helpful
</details>
<details class="toolDetails" open>
<summary>
<h3>Stealth / Surprise</h3>
</summary>
- GM rolls 1d6 for stealth, if applicable.
- Each side thats being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.
- Parties carrying an active light source typically can not have stealth.
- If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
- If all sides have stealth, they miss each other.
</details>
<details class="toolDetails" open>
<summary>
<h3>Turn Undead</h3>
</summary>
Divine Spellcaster rolls 2d6, then consults table.
- If table says "T", roll indicates how many HD of undead are turned
- If table has a number, compare that number with the roll
- If the roll is less than the target number, the turning attempt fails.
- If the roll equals or exceeds the target number, roll another 2d6 to determine how many HD of undead are turned.
</details>
</div>

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@@ -1,6 +1,6 @@
---
title: Referee's Tools (Beta)
description: A few useful tools for referees, currently in open beta.
title: GM's Tools (Beta)
description: A few useful tools for GMs, currently in open beta.
date_pub: 2023-08-23T21:01:00-04:00
section: tools
content_type: feature
@@ -15,7 +15,7 @@ short_code: t1
<script type="module" src="/scripts/tools.js"></script>
<noscript>
<p>Sorry, most of the Referee's Tools require JavaScript to work.</p>
<p>Sorry, most of the GM's Tools require JavaScript to work.</p>
<p>Please enable it or try using a different browser.</p>
</noscript>
@@ -80,4 +80,4 @@ short_code: t1
</details>
</div>
- [Referee's Screen](/tools/referee-screen.html)
- [GM's Screen](/tools/referee-screen.html)

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@@ -7,6 +7,20 @@ content_type: feature
short_code: trs
---
<!--
- add links to crit / fumble tables
- redo skills using new system
- redo encounter notes to include 2/4/6 (or equivalent) rolls
- Reaction roller (with mod box)
- Morale checker (with value to check against)
- link to size table
- link to creature save table
- link to weapon tables &and weapon properties)
- Go through the rules, look for anything that jumps out as something you went and looked up during the last few sessions / your last one-shot.
- bows are 2-handed, but not slow
-
-->
<div class="refereeScreen">
<details class="toolDetails" open>
@@ -18,7 +32,7 @@ short_code: trs
</summary>
1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons**
2. **Roll Initiative**: Each side rolls 1d20.
2. **Roll Initiative**: Each side rolls 1d20, ties go to PCs.
3. **Winning Side Actions**:
- **Morale Check**
@@ -39,7 +53,9 @@ short_code: trs
</summary>
1. **Stealth**: Referee rolls for stealth, if applicable.
2. **Determine Distance**: 2d6 x 10 in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness.
2. **Determine Distance**
- 2d6 x 10 in dungeon
- 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness.
3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
5. **End Turn**: Each encounter is assumed to take at least one full turn to complete.