Add Referee's Tools
Update JS, add versioning (for cache-busting updates) Clean up a bunch of unused files Add Rivertail community Add some new races
This commit is contained in:
@@ -9,6 +9,186 @@ short_code: rha
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[[toc]]
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### Exploration Procedure
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The general steps to take when exploring (dungeon, wilderness, etc.)
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1. **Setup**: Referee describes the situation
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2. **Marching Order**: Party determines general exploration process
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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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- Dungeon: 240'
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- Wilderness: 12 miles
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6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
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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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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. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
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5. **Light Source**: Torches go out, lanterns go out every third time.
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6. **No Complications**
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#### Darkness
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- -4 to attack when unable to see
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- Candles light 10' radius
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- Torches / lanterns light 30' radius
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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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#### Listening at Doors
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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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- Referee makes this roll.
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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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- 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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- Creatures are assumed to be able to swim at 1/2 their movement speed.
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### Encounter Procedure
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1. **Check Stealth**: Referee 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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- 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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- 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 that has can has stealth rolls 1d20, highest roll moves first.
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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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<div class="dividedTableWrapper">
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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 | Neutral |
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| 8 | Partial |
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| 9 | Cordial |
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| 10 | Amiable |
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| 11 | Helpful |
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| 12+ | Family! |
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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 | -2 |
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| 4-8 | -1 |
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| 9-12 | +0 |
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| 13-17 | +1 |
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| 18+ | +2 |
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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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- This includes time to regroup, bind wounds, clean weapons, rest, etc.
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#### Typical Actions
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While any action is possible, the following actions are the most common:
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- **Combat**: If a side attacks, casts a spell, or makes a tactical movement, [combat](./combat.html) begins.
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- **Evasion**: If a side decides to flee, another side may decide to pursue.
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- **Talk**: One side may attempt to communicate with the other(s).
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#### Evasion
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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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- 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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- 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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#### 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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- If the resulting roll is higher than the ability score, increase the score by 1.
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- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
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### Encumbrance
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PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).
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- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items.
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- 2-handed weapons count as 2 items.
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- 1000 coins or 100 gems count as 1 item.
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Carrying more items than allowed can be done, but movement is halved (or worse).
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### Health, Damage and Dying
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Starting HP is based class and race. When damage is taken, HP is lost.
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@@ -83,6 +263,7 @@ Most class languages are secret, known only to members of their class, and often
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- **Halfling**: Native language of halflings.
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- **Orcish**: Native language of ogres and orcs.
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- **Pyrean**: Native language of fire elementals, dialect of elemental.
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- **Strallan**: Native language of the Stral and official language of the Stral Empire.
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- **Terrun**: Native language of earth elementals, dialect of elemental.
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<div class="dividedTableWrapper">
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@@ -105,16 +286,6 @@ Most class languages are secret, known only to members of their class, and often
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Generally, perception can be checked by rolling highest of INT or WIS.
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### Encumbrance
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PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).
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- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items.
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- 2-handed weapons count as 2 items.
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- 1000 coins or 100 gems count as 1 item.
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Carrying more items than allowed can be done, but movement is halved (or worse).
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### Time
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Time is often represented at different scales:
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@@ -124,185 +295,4 @@ Time is often represented at different scales:
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- A watch takes 4 hours.
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- A long rest takes 8 hours.
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### Exploration Procedure
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The general steps to take when exploring (dungeon, wilderness, etc.)
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1. **Setup**: Referee describes the situation
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2. **Marching Order**: Party determines general exploration process
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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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- Dungeon: 240'
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- Wilderness: 12 miles
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6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
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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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1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
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2. **Signs**: 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. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
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5. **Light Source**: Torches go out, lanterns go out every third time.
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6. **No Complications**
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#### Listening at Doors
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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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- Referee makes this roll.
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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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- 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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#### Darkness
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- -4 to attack when unable to see
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- Candles light 10' radius
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- Torches / lanterns light 30' radius
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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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#### Other Hazards
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- Fall damage is 1d6 / 10'.
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- Characters are assumed to be able to swim at 1/2 their movement speed.
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### Encounter Procedure
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1. **Check Stealth**: Referee rolls for stealth, if applicable.
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2. **Determine Distance**: Referee determines how far away the characters are from the encounter.
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3. **Roll Initiative**: Each side that has can has stealth rolls 1d20, highest roll moves first.
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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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5. **End Turn**: Once the encounter has played out, the turn ends.
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#### Check Stealth
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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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- 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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#### Encounter Distance
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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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#### Choose Actions
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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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#### Reaction Rolls
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If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
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<div class="dividedTableWrapper">
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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 | Neutral |
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| 8 | Partial |
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| 9 | Cordial |
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| 10 | Amiable |
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| 11 | Helpful |
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| 12+ | Family! |
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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 | -2 |
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| 4-8 | -1 |
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| 9-12 | +0 |
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| 13-17 | +1 |
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| 18+ | +2 |
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[Charisma Modifier]
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</div>
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#### Common Actions
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While any action is possible, the following actions are the most common:
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- **Combat**: If a side attacks, casts a spell, or makes a tactical movement, [combat](./combat.html) begins.
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- **Evasion**: If a side decides to flee, another side may decide to pursue.
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- **Talk**: One side may attempt to communicate with the other(s).
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#### Evasion
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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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- 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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#### End Turn
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Each encounter is assumed to take at least one full turn to complete.
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- This includes time to regroup, bind wounds, clean weapons, rest, etc.
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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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|
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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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#### 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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- If the resulting roll is higher than the ability score, increase the score by 1.
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- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
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!!!include(license/wotc-cc-by.md)!!!
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@@ -17,6 +17,8 @@ When reality is altered this way, it's called magic, and the characters who can
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Each spellcasting class has an associated type of magic: arcane or divine.
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There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) need not be performed by a spellcaster.
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### Memorizing Spells
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Takes one hour, can only be done once per day.
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@@ -38,8 +40,12 @@ Ritual spells may be cast by performing the ritual as described.
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### Spell Effects
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- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides.
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- Some spells require the caster to concentrate to maintain the spell's effect. Performing any other action or being distracted (ex: attacked) causes concentration to end.
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- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined, just as spells can be combined with the effects of magical items.
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- Some spells require the caster to concentrate to maintain the spell's effect.
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- Performing any other action causes concentration to end.
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- When distracted (ex: attacked) while concentrating, the spellcaster must make a Willpower check (highest of CHA or CON) or the spell ends.
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- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.).
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- Spells that affect different abilities can be combined.
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- Spells can also be combined with the effects of magical items.
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### Magical Research
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Reference in New Issue
Block a user