Adds referee screen and deities.
Updates bestiary with links to nonhuman racial modifiers.
This commit is contained in:
@@ -4,7 +4,7 @@ description: A few useful tools for referees, currently in open beta.
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date_pub: 2023-08-23T21:01:00-04:00
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section: tools
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content_type: feature
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short_code: dt1
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short_code: t1
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---
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<script crossorigin="anonymous" integrity="sha256-oTzJ337+krSUvt6QB4uj3ko3zlJBULbMdYxFgyYK6fc=
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@@ -22,7 +22,7 @@ short_code: dt1
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<div class="refereeTools">
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<details class="toolDetails" open>
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<summary>
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Die Roller
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<h3>Die Roller</h3>
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</summary>
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<form id="js-rollerForm" class="rollerForm">
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<input id="js-rollerInput" type="text" value="" />
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@@ -34,7 +34,7 @@ short_code: dt1
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</details>
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<details class="toolDetails" open>
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<summary>
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Exploration Complication Randomizer
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<h3>Exploration Complications</h3>
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</summary>
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<form id="js-complicationForm">
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<input type="submit" value="Randomize!" />
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@@ -50,7 +50,7 @@ short_code: dt1
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</details>
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<details class="toolDetails" open>
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<summary>
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Astral Complication Randomizer
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<h3>Astral Complications</h3>
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</summary>
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<form id="js-astralComplicationForm">
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<input type="submit" value="Randomize!" />
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161
src/pages/tools/referee-screen.md
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161
src/pages/tools/referee-screen.md
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@@ -0,0 +1,161 @@
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---
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title: Referee's Screen
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description:
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date_pub: 2023-12-03T22:23:17.000-04:00
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section: tools
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content_type: feature
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short_code: trs
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status: hidden
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---
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<div class="refereeScreen">
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<details class="toolDetails" open>
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<summary>
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<h3>
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Combat Procedure (10s)
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<a href="/rules/combat.html#combat-procedure" target="_blank"></a>
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</h3>
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</summary>
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1. **Declare Spells, Defending, Retreats, and Versatile Weapons**
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2. **Roll Initiative**: Each side rolls 1d20.
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3. **Winning Side Actions**:
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- **Morale Check**
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- **Movement and Action** (any order)
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4. **Change Sides**: In initiative order.
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5. **Slow Weapons**
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6. **Repeat**
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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>
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Encounter Sequence
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<a href="/rules/adventuring.html#encounter-procedure" target="_blank"></a>
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</h3>
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</summary>
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1. **Stealth**: Referee rolls for stealth, if applicable.
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2. **Determine Distance**: 2d6 x 10’ in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness.
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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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5. **End Turn**: Each encounter is assumed to take at least one full turn to complete.
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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>Group Skills</h3>
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</summary>
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- **Board**: To position vehicles for boarding.
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- All: 2-in-6
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- **Forage**: To find food while traveling overland.
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- All: 1-in-6
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- Barbarian: 2-in-6
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- Ranger: 2-in-6
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- **Hunt**: To find food dedicating time to the task.
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- All: 1-in-6
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- Barbarian: 5-in-6
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- Ranger: 5-in-6
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- **Pathfind**: To navigate without a road or river, varies by terrain type
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- Clear, grasslands: 5-in-6.
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- Barren lands, hills, mountains, woods: 4-in-6.
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- Druid in woodlands: 5-in-6
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- Desert, jungle, swamp: 3-in-6.
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- **Stealth** To pass unnoticed by foes
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- Light = no stealth, base 2-in-6 chance otherwise.
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- Failure of group can trigger individual skill checks (ex: thief, halfling).
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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>Individual Skills</h3>
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</summary>
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- **Force**: To force open doors through strength.
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- Determined by STR
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- **Light Fire**: Use a tinderbox to light a fire.
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- All: 2-in-6
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- **Listen**: To hear monsters through doors (breaking their stealth).
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- Humans: 1-in-6
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- Demihumans: 2-in-6
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- Thief: by level
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- **Luck**: To avoid triggering traps by stepping over a pressure plate instead of on it.
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- All: 4-in-6 (based on traps only triggering on 1-2)
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- **Know Lore**: Identify an item
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- Bard: 2-in 6 chance
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- **Search**: To find hidden passages and traps.
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- Humans: 1-in-6
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- Demihumans: 2-in-6
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- **Stealth**: When the party fails its stealth check, stealthy classes get another chance.
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- Deurgar: 3-in-6
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- Halflings: 2-in-6
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- Ranger: 3-in-6 (in woods)
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- Svirfneblin: 4-in-6 (in gloomy underground conditions)
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- Thieves: Varies with level
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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>Morale Check</h3>
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</summary>
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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: - After the first death on a side, and - When a side is half killed or incapacitated.
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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>Reaction Roll</h3>
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</summary>
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Roll 2d6 + CHA bonus.
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- **2-**: Hostile, attacks
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- **3-5**: Unfriendly, may attack
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- **6-8**: Neutral, uncertain
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- **9-11**: Indifferent, uninterested
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- **12+**: Friendly, helpful
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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>Stealth / Surprise</h3>
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</summary>
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- Referee rolls 1d6 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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</details>
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<details class="toolDetails" open>
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<summary>
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<h3>Turn Undead</h3>
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</summary>
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Divine Spellcaster rolls 2d6, then consults table.
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- If table says "T", roll indicates how many HD of undead are turned
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- If table has a number, compare that number with the roll
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- If the roll is less than the target number, the turning attempt fails.
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- If the roll equals or exceeds the target number, roll another 2d6 to determine how many HD of undead are turned.
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</details>
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</div>
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