pre-game updates
This commit is contained in:
@@ -13,40 +13,17 @@ short_code: uha
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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) **at or over** the specified Difficulty Class (DC) for that ability.
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For most checks, roll a 20-sided die (d20) and add the ability's modifier.
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- For harder tasks, add 1-4 to the DC before the die is thrown.
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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">
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Then, check the results of the roll:
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| Ability<br />Score | Roll<br />Bonus | Base DC |
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| ^^ | ^^ | ^^ |
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| :-: | :-: | :-: |
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| 18 | +3 | 6 |
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| 17 | +2 | 6 |
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| 16 | +2 | 7 |
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| 15 | +1 | 7 |
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| 14 | +1 | 8 |
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| 13 | +1 | 9 |
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| 12 | +0 | 9 |
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| 11 | +0 | 10 |
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| 10 | +0 | 11 |
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| 9 | +0 | 12 |
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| 8 | -1 | 12 |
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| 7 | -1 | 13 |
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| 6 | -1 | 14 |
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| 5 | -2 | 14 |
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| 4 | -2 | 15 |
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| 3 | -3 | 15 |
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[Ability Check Roll Bonus and DC]
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</div>
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- Some results are special:
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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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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### Exploration Procedure
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@@ -58,7 +35,7 @@ The general steps to take when exploring (dungeon, wilderness, etc.)
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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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- Dungeon: 180'
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- Wilderness: 6 miles
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6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
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@@ -70,15 +47,16 @@ Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since th
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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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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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### Conditions
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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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- 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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#### Infravision
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@@ -112,11 +90,6 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
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</div>
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##### Exhaustion
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- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
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- Exhaustion can be cleared by resting for 30 minutes (3 turns).
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#### Other Hazards
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- Fall damage is 1d6 / 10'.
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@@ -127,13 +100,13 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
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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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- 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**``.
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- The third failure indicates the creature begins [drowning](#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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- When a drowning creature is rescued, it becomes exhausted.
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- Once the exhaustion clears, the creature gains back any HP lost to drowning.
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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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@@ -217,9 +190,10 @@ Adventures section for the effects of darkness.
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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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- 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).
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- 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).
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- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls, cumulative for each additional day without rest).
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- Characters can travel for up to 6 days before they must rest for at least 1 full day.
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- For each day beyond the 6th that they travel without resting, they gain a level of [exhaustion](#exhaustion).
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**Sight**
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@@ -242,7 +216,7 @@ Characters can usually see 3 miles around (in clear terrain).
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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 stealth rolls 1d20, highest roll moves first.
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3. **Roll Initiative**: Each side 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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@@ -287,7 +261,7 @@ Characters can usually see 3 miles around (in clear terrain).
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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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- This includes time to regroup, bind wounds, clean weapons, etc.
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#### Typical Actions
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@@ -318,6 +292,16 @@ As the adventures continue, treasure is acquired and creatures are vanquished, a
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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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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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#### Upon Gaining a Level
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When a PC increases their level, the following actions may be performed:
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@@ -329,6 +313,113 @@ When a PC increases their level, the following actions may be performed:
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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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### Conditions
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#### Blinded
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- A blinded creature:
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- can’t see,
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- automatically fails any ability check that requires sight, and
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- only hits on a natural 20 (as a critical hit).
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- +4 to attacks against a blinded creature.
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### Deafened
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- A deafened creature:
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- can’t hear, and
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- automatically fails any ability check that requires hearing.
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- +2 to attacks against a deafened creature.
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#### Exhausted
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- An exhausted creature:
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- gets -1 to _all_ rolls, and
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- has their AC reduced by 1 for each level of exhaustion they have.
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- Each level of exhaustion can be cleared by resting for 4 hours (1 watch).
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- Gain 2 levels of exhaustion per day without a long rest.
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<!--
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#### Frightened
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Most (unintelligent) frightened creatures will flee from the source of their fear.
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A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within sight.
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The creature can’t willingly move closer to the source of its fear.
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-->
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#### Invisible
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- An invisible creature:
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- can't be seen without magic or a special sense,
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- can only be tracked by any noise it makes or tracks it leaves, and
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- gets advantage on attacks.
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- Attacks against an invisible creature have disadvantage.
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#### Paralyzed
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- A paralyzed creature:
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- is unable to speak, move, attack, or take any actions; and
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- automatically fails any ability check that requires movement or speech.
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- Attack rolls against a paralyzed creature have advantage.
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- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
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- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
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#### Petrified
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- A petrified creature:
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- is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone);
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- is unable to speak, move, attack, or take any actions;
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- automatically fails any ability check that requires movement or speech;
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- ceases to age;
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- weighs 10x their normal weight;
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- only takes 1/2 damage from everything except explosives and pick-type weapons; and
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- is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized).
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- Attack rolls against a petrified creature have advantage.
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- When attacked and the attacker fumbles, their weapon breaks.
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#### Poisoned
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A poisoned creature has disadvantage on attack rolls and ability checks.
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#### Prone
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- A prone creature:
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- moves at half normal speed,
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- can stand up for half its normal speed (ending the condition),
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- has disadvantage on attack rolls.
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- When attacking a prone creature:
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- melee attacks have advantage, and
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- ranged attacks have disadvantage.
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#### Restrained
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- A restrained creature:
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- can't move, and
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- has disadvantage on attack rolls and ability checks that require moving.
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- Attack rolls against a restrained creature have advantage.
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<!--
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```
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Stunned
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A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
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The creature automatically fails Strength and Dexterity saving throws.
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Attack rolls against the creature have advantage.
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```
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-->
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#### Unconscious
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- An unconscious creature
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- is unable to speak, move, attack, or take any actions;
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- automatically fails any ability check that requires movement or speech; and
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- is unaware of their surroundings.
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- When a creature is rendered unconscious, they drop whatever they are holding and fall prone.
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- Attack rolls against an unconscious creature have advantage.
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- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
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- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
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### Encumbrance
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Characters can carry a number of "Important Items", based on their Strength (STR).
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@@ -375,28 +466,29 @@ The state of a character's health is determined by their number of hit points (H
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#### Dying
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- Monsters and NPCs usually die at 0 HP.
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- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of each round of combat.
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- 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.
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- On fail, lose 1 HP to blood loss and try again next round.
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- At -(level) HP (or lower), save or die.
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- PCs should never die from a single bad roll, but two bad rolls is enough.
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- When a PC drops to 0 HP or lower, they must **Save vs Death** at the beginning of each round of combat.
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- On a success, they can move at half rate this round.
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- On a fail, they lose 1 HP to blood loss and can't move this round.
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- While a PC is at 0 HP or lower:
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- They can't attack or cast spells.
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- Anyone else may make an INT check to try and stabilize them.
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- A success raises them to 1 HP and restores their ability to move and fight.
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- Can't be used on oneself.
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- At -(level) HP (or lower), they must **Save vs Death** or die.
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#### Healing
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- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
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- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
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- Certain potions of healing can also be used:
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- Drinking a healing potion restores up to 1d6+1 HP.
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- Imbibing a potion of greater healing restores up to 2d6+2 HP.
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- Quaffing a potion of supreme healing restores up to 3d8+3 HP.
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- Drinking certain potions can restore HP:
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- A potion of healing restores up to 1d6+1 HP.
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- A potion of greater healing restores up to 2d6+2 HP.
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- A potion of supreme healing restores up to 3d8+3 HP.
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### Knowledge
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**Identifying (Magic) Items**: Spellcasters get INT check.
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**Medical Treatment**: INT check, success stabilizes dying characters and restores their ability to move and fight.
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- Can't be used on oneself.
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- Spellcasters may make an INT check to identify a magic item.
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- Failures cannot be re-attempted until research is performed or a level is gained.
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### Languages
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@@ -25,18 +25,17 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks).
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For most checks, roll a 20-sided die (d20) **at or over** a specified Difficulty Class (DC).
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For most checks, roll a 20-sided die (d20) and add the ability's modifier.
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- For harder tasks, add 1-4 to the DC before the die is thrown.
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- Some results are special:
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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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.
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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.
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### Abilities
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Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
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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.
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- **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
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[^1]: **Free Attack**: Attempt another hit with same weapon
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[^2]: **Target Fumble**: Target must roll on fumble table
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[^3]: **Target Blinded**: Blood or debris blinds target for 1d4 rounds
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[^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds
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[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
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[^5]: **Target Amputation**: Target loses an appendage.
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[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds
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Block a user