pre-game updates

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2024-11-10 22:45:09 -05:00
parent b1aa10ec09
commit 854049ba41
42 changed files with 822 additions and 154 deletions

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@@ -13,40 +13,17 @@ short_code: uha
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
- For most checks, roll a 20-sided die (d20) **at or over** the specified Difficulty Class (DC) for that ability.
For most checks, roll a 20-sided die (d20) and add the ability's modifier.
- For harder tasks, add 1-4 to the DC before the die is thrown.
- The Referee may also add a situational modifier to the roll, typically between -4 and +4.
<div class="dividedTableWrapper">
Then, check the results of the roll:
| Ability<br />Score | Roll<br />Bonus | Base DC |
| ^^ | ^^ | ^^ |
| :-: | :-: | :-: |
| 18 | +3 | 6 |
| 17 | +2 | 6 |
| 16 | +2 | 7 |
| 15 | +1 | 7 |
| 14 | +1 | 8 |
| 13 | +1 | 9 |
| 12 | +0 | 9 |
| 11 | +0 | 10 |
| 10 | +0 | 11 |
| 9 | +0 | 12 |
| 8 | -1 | 12 |
| 7 | -1 | 13 |
| 6 | -1 | 14 |
| 5 | -2 | 14 |
| 4 | -2 | 15 |
| 3 | -3 | 15 |
[Ability Check Roll Bonus and DC]
</div>
- Some results are special:
- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
- An 11 or higher is a success.
- A 6-10 represents a partial success: the check succeeds, but with a potential complication or challenge for the roller.
- A 5 or less is a failure.
- A natural 1 means a critical failure: the check fails, and often includes an extra complication or challenge for the roller.
### Exploration Procedure
@@ -58,7 +35,7 @@ The general steps to take when exploring (dungeon, wilderness, etc.)
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 240'
- Dungeon: 180'
- Wilderness: 6 miles
6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
@@ -70,15 +47,16 @@ Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since th
1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
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.
4. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
5. **Light Source**: Torches go out, lanterns go out every third time.
6. **No Complications**
4. **Fatigue**: Party must rest for 10 minutes (1 turn) or gain a level of [exhaustion](#exhaustion).
5+ **No Complications**
### Conditions
#### Darkness
- -4 to attack when unable to see
- Candles light 10' radius
- Torches / lanterns light 30' radius
- If unable to see, treat as [blinded](#blinded).
- Candles light 10' radius.
- Torches / lanterns light 30' radius.
#### Infravision
@@ -112,11 +90,6 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
</div>
##### Exhaustion
- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
- Exhaustion can be cleared by resting for 30 minutes (3 turns).
#### Other Hazards
- Fall damage is 1d6 / 10'.
@@ -127,13 +100,13 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- The third failure indicates the creature begins **drowning**``.
- The third failure indicates the creature begins [drowning](#drowning).
#### Drowning
- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
- When a drowning creature is rescued, it becomes exhausted.
- Once the exhaustion clears, the creature gains back any HP lost to drowning.
- When a drowning creature is rescued, it gains 1 level of exhaustion.
- Once the exhaustion is cleared, the creature gains back any HP lost to drowning.
#### Urban Navigation
@@ -217,9 +190,10 @@ Adventures section for the effects of darkness.
- Hilly, wooded, or desert terrain: Decrease speed by 33%.
- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls).
- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer 2 levels of [exhaustion](#exhaustion).
- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls, cumulative for each additional day without rest).
- Characters can travel for up to 6 days before they must rest for at least 1 full day.
- For each day beyond the 6th that they travel without resting, they gain a level of [exhaustion](#exhaustion).
**Sight**
@@ -242,7 +216,7 @@ Characters can usually see 3 miles around (in clear terrain).
- Dungeon: 2d6 x 10'
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first.
3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
- Players decide how their characters will act.
- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
@@ -287,7 +261,7 @@ Characters can usually see 3 miles around (in clear terrain).
5. **End Turn**: Once the encounter has played out, the turn ends.
- Each encounter is assumed to take at least one full turn to complete.
- This includes time to regroup, bind wounds, clean weapons, rest, etc.
- This includes time to regroup, bind wounds, clean weapons, etc.
#### Typical Actions
@@ -318,6 +292,16 @@ As the adventures continue, treasure is acquired and creatures are vanquished, a
- Referees may increase the derived value arbitrarily.
- Once a PC acquires enough XP, they go up to the next level in their class.
<!--
Thinking about making this either session based, adventure based, or something along those lines.
- How can I note the rules while keeping them _super vague_?
You gain 1 Advancement Point for each major challenge or obstacle you overcome.
- In practice, this amounts to somewhere between 1 point per session and 1 point per adventure.
- When you have as many Advancement Points as your current level, you gain another level.
- When you gain a level, your advancement point count resets.
-->
#### Upon Gaining a Level
When a PC increases their level, the following actions may be performed:
@@ -329,6 +313,113 @@ When a PC increases their level, the following actions may be performed:
- 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
#### Blinded
- A blinded creature:
- cant see,
- automatically fails any ability check that requires sight, and
- only hits on a natural 20 (as a critical hit).
- +4 to attacks against a blinded creature.
### Deafened
- A deafened creature:
- cant hear, and
- automatically fails any ability check that requires hearing.
- +2 to attacks against a deafened creature.
#### Exhausted
- An exhausted creature:
- gets -1 to _all_ rolls, and
- has their AC reduced by 1 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.
<!--
#### 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 cant willingly move closer to the source of its fear.
-->
#### Invisible
- An invisible creature:
- can't be seen without magic or a special sense,
- 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.
#### Paralyzed
- A paralyzed creature:
- is unable to speak, move, attack, or take any actions; and
- 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).
#### Petrified
- A petrified creature:
- is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone);
- is unable to speak, move, attack, or take any actions;
- automatically fails any ability check that requires movement or speech;
- ceases to age;
- weighs 10x their normal weight;
- only takes 1/2 damage from everything except explosives and pick-type weapons; and
- is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized).
- Attack rolls against a petrified creature have advantage.
- When attacked and the attacker fumbles, their weapon breaks.
#### Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
#### Prone
- A prone creature:
- moves at half normal speed,
- can stand up for half its normal speed (ending the condition),
- has disadvantage on attack rolls.
- When attacking a prone creature:
- melee attacks have advantage, and
- ranged attacks have disadvantage.
#### Restrained
- A restrained creature:
- can't move, and
- has disadvantage on attack rolls and ability checks that require moving.
- Attack rolls against a restrained creature have advantage.
<!--
```
Stunned
A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
```
-->
#### Unconscious
- 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).
### Encumbrance
Characters can carry a number of "Important Items", based on their Strength (STR).
@@ -375,28 +466,29 @@ 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.
- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of each round of combat.
- On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed.
- On fail, lose 1 HP to blood loss and try again next round.
- At -(level) HP (or lower), save or die.
- PCs should never die from a single bad roll, but two bad rolls is enough.
- 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.
#### Healing
- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
- Certain potions of healing can also be used:
- Drinking a healing potion restores up to 1d6+1 HP.
- Imbibing a potion of greater healing restores up to 2d6+2 HP.
- Quaffing a potion of supreme healing restores up to 3d8+3 HP.
- Drinking certain potions can restore HP:
- 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.
### Knowledge
**Identifying (Magic) Items**: Spellcasters get INT check.
**Medical Treatment**: INT check, success stabilizes dying characters and restores their ability to move and fight.
- Can't be used on oneself.
- 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

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@@ -25,18 +25,17 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks).
For most checks, roll a 20-sided die (d20) **at or over** a specified Difficulty Class (DC).
For most checks, roll a 20-sided die (d20) and add the ability's modifier.
- For harder tasks, add 1-4 to the DC before the die is thrown.
- Some results are special:
- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
- An 11 or higher is a success.
- A 6-10 represents a partial success: the check succeeds, but with a potential complication.
- A 5 or less is a failure.
- A natural 1 means a critical failure: the check fails, and often includes an extra complication.
### Abilities
Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. Each ability has a score from 3 to 18, and each score determines the modifier used when rolling a check for that ability.
- **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity.

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@@ -172,7 +172,7 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
[^1]: **Free Attack**: Attempt another hit with same weapon
[^2]: **Target Fumble**: Target must roll on fumble table
[^3]: **Target Blinded**: Blood or debris blinds target for 1d4 rounds
[^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds
[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation**: Target loses an appendage.
[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds