Adds referee screen and deities.
Updates bestiary with links to nonhuman racial modifiers.
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@@ -104,23 +104,22 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
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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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- 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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- 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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3. **Roll Initiative**: Each side that 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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- 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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@@ -25,9 +25,14 @@ 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 a _check_.
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For most checks, roll a 20-sided die (d20) under a character's most relevant _ability_ score.
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For most checks, roll a 20-sided die (d20) at-or-over the difference of (20 - the character's most relevant _ability_ score).
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For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before the roll.
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- For hard (or very hard) tasks, you can subtract 1 (or 2) from the roll 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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### Abilities
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@@ -19,7 +19,14 @@ That having been said, fights do occur, and when they do, the following steps ar
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2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
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3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
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- **Morale Check**: Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee.
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- **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee.
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- Roll 2d6 under morale score or the monsters surrender / flee.
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- After 2 successes in a fight, no further checks.
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- When to check morale:
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- After the first death on a side, and
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- When a side is half killed or incapacitated.
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- **Move**: Move up to full speed
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- If prone, use 1/2 movement to stand up.
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- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
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