Add Encounters
Automatically determine "last modified" date Expand Languages
This commit is contained in:
@@ -1,8 +1,7 @@
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---
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title: "HOSR Core Rules: Adventuring"
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title: 'HOSR Core Rules: Adventuring'
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description:
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date_pub: 2023-04-26T23:02:00-04:00
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date_upd: 2023-05-18T10:16:00-04:00
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section: rules
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content_type: feature
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short_code: rha
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@@ -17,9 +16,7 @@ Starting HP is based class and race. When damage is taken, HP is lost.
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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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@@ -29,27 +26,69 @@ Starting HP is based class and race. When damage is taken, HP is lost.
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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, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP.
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### Knowledge & Languages
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### Knowledge
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**Identifying (Magic) Items** - Spellcasters get INT check
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**Identifying (Magic) Items**: Spellcasters get INT check
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**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying).
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**Medical Treatment**: INT check, success restores ability to move and fight (after nearly dying).
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- Can't be used on oneself.
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**Secret Languages** - Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
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### Languages
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#### Languages of the Multiverse
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- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
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- Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
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- The following lists of languages are not all-inclusive.
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- Chaotic (Demonic)
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- Lawful (Angelic)
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- Druidic - the secret language of Druids
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- Dwarfish
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- Elemental - Spoken by all elementals, each subtype has their own dialect.
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- Elvish
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- Faerie - Native language of the fae, with High Faerie spoken in the Fae Courts, and Low Faerie spoken throughout the Faewolde.
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- Giant
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- Gnomish
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#### Alignment Languages
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Assumed to shared by all (intelligent) members of a given alignment.
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- **Chaotic**: Alignment language of chaos.
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- **Lawful**: Alignment language of law.
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- **Neutral**: Alignment language of neutrality.
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#### Class Languages
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Most class languages are secret, known only to members of their class, and often include coded terms and/or physical motions (hand waves, knocks, etc.).
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- **Assassin's Cant**: Secret (and coded) language known to all thieves.
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- Dialects are based on different guilds.
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- **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs.
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- Dialects are based on different ship / locations.
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- **Druidic**: Secret language spoken by all Druids.
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- **Thieves' Cant**: Secret (and coded) language known to all thieves.
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- Dialects are based on different guilds.
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#### Racial Languages
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- **Aerian**: Native language of air elementals, dialect of elemental.
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- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
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- **Aquon**: Native language of water elementals, dialect of elemental.
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- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
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- **Doppleganger**: Native language of dopplegangers.
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- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
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- **Duncommon**: Native language of those that dwell deep undergorund, or in other dark places (Drow, Medusa, etc.).
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- **Dwarfish**: Native language of dwarves.
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- **Elekin**: Native language of elekin.
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- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
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- **Elvish**: Native language of elves.
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- **Faerie**: Native languages of the fae.
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- **High Faerie**: Spoken in the ruling courts of the Faewolde.
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- **Low Faerie**: Spoken throughout the lands of the Faewolde.
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- **Farspeak**: Language of the far realms.
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- **Gargoyle**: Native language of gargoyles.
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- **Giant**: Native language of giants.
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- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
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- **Gnollish**: Native language of gnolls.
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- **Gnomish**: Native language of gnomes.
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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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- **Rhinok**: Native language of Rhinokin, .
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- **Taurok**: Native language of Taurokin.
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- **Terrun**: Native language of earth elementals, dialect of elemental.
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- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
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<div class="dividedTableWrapper">
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@@ -67,22 +106,6 @@ Starting HP is based class and race. When damage is taken, HP is lost.
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</div>
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<div class="dividedTableWrapper">
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| INT | Language |
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| :---: | :-------------: | :---: |
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| 3 | Native (broken) | No |
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| 4-5 | Native | No |
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| 6-8 | Native | Basic |
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| 9-12 | Native | Yes |
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| 13-15 | Native + 1 | Yes |
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| 16-17 | Native + 2 | Yes |
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| 18+ | Native + 3 | Yes |
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[Languages Known]
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</div>
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### Perception Checks
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Generally, perception can be checked by rolling highest of INT or WIS.
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@@ -110,26 +133,26 @@ Time is often represented at different scales:
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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's gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
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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: 120'
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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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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 monster, 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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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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@@ -140,13 +163,10 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
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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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- 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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@@ -175,8 +195,99 @@ Doors always break on a 1. Failure can affect stealth / surprise.
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#### Other Hazards
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- **Falling** - Fall damage is 1d6 / 10'.
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- **Swimming** - Characters are assumed to be able to swim at 1/2 their movement speed.
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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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@@ -1,5 +1,5 @@
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---
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title: "HOSR Core Rules: The Basics"
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title: 'HOSR Core Rules: The Basics'
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description:
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date_pub: 2023-04-26T22:53:00-04:00
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section: rules
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@@ -33,17 +33,17 @@ For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before
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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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- **Strength (STR)** - Raw physical power, affects melee damage and carrying capacity.
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- **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity.
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- **Dexterity (DEX)** - Speed and agility of movement, affects _armor class (AC)_ when under attack.
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- **Dexterity (DEX)**: Speed and agility of movement, affects _armor class (AC)_ when under attack.
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- **Constitution (CON)** - Mettle and gumption, affects _hit points (HP)_ gained at each level.
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- **Constitution (CON)**: Mettle and gumption, affects _hit points (HP)_ gained at each level.
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- **Intelligence (INT)** - Knowledge and reasoning, affects languages known and arcane magic.
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- **Intelligence (INT)**: Knowledge and reasoning, affects languages known and arcane magic.
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- **Wisdom (WIS)** - Experience and insight, affects divine magic.
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- **Wisdom (WIS)**: Experience and insight, affects divine magic.
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- **Charisma (CHA)** - Appearance and social capability, affects hirelings and pact magic.
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- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
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### Saving Throws
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@@ -51,25 +51,25 @@ When something (bad) happens to a character or monster, they can usually make a
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To make one, roll 1d20 and consult the appropriate table (with higher results doing better).
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- **Death** - Poison, death ray, bleeding out.
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- **Death**: Poison, death ray, bleeding out.
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- **Wielded** - Wands and other aimed items.
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- **Wielded**: Wands and other aimed items.
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- **Paralyze** - Paralysis, petrification, being buried alive.
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- **Paralyze**: Paralysis, petrification, being buried alive.
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- **Blasts** - Breath weapons and other area effects.
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- **Blasts**: Breath weapons and other area effects.
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- **Spells** - General magic, including from rods and staves.
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- **Spells**: General magic, including from rods and staves.
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### Alignment
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Cosmic principles that represent broad world views
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- **Law** - Order, truth, and justice. Typically prosocial.
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- **Law**: Order, truth, and justice. Typically prosocial.
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- **Chaos** - Anarchy, power, and chance. Typically pro-individual.
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- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
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- **Neutrality** - Balance, mediation, and detachment.
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- **Neutrality**: Balance, mediation, and detachment.
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### Character Creation
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@@ -1,8 +1,7 @@
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---
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title: "HOSR Core Rules: Combat"
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title: 'HOSR Core Rules: Combat'
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description: The rules for running combat in HOSR.
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date_pub: 2023-04-22T16:42:00-04:00
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date_upd: 2023-05-21T17:37:00-04:00
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section: rules
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content_type: feature
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||||
short_code: rhc
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||||
@@ -16,25 +15,20 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
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That having been said, fights do occur, and when they do, the following steps are performed:
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1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted.
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1. **Declare Spells, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
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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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- Parties carrying an active light source typically can not have stealth.
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- The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other.
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2. **Declare Spells, Defending, Retreats, and Versatile Weapons** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
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3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first.
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4. **Winning Side Goes** - 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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- **Move** - Move up to full speed
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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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- **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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- **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
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- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
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- Spellcasters can't move after casting a spell.
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5. **Change Sides** - Opposing side becomes active.
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6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities.
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7. **Repeat** - Return to step 2 and repeat until only one side remains.
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4. **Change Sides**: Opposing side becomes active.
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5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
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6. **Repeat**: Return to step 2 and repeat until only one side remains.
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### Readying Weapons
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@@ -45,15 +39,15 @@ That having been said, fights do occur, and when they do, the following steps ar
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Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers).
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- **From Behind** - +2 bonus to hit
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- +2 bonus to hit from behind.
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- **Mounted** - +1 bonus to hit most foes on foot.
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- When mounted, +1 bonus to hit most foes on foot.
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#### AC
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- Character AC is usually determined by type of **armor** worn.
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- **Shields** grant +1 AC when used.
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- Can be destroyed to prevent a hit from inflicting damage
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- Can also be destroyed to prevent a hit from inflicting damage.
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#### Melee Attacks
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|
||||
@@ -71,7 +65,7 @@ Melee attack rolls are modified based on the character's Strength.
|
||||
| 16-17 | +2 |
|
||||
| 18+ | +3 |
|
||||
|
||||
[Melee Attack Modifier]
|
||||
[Strength Modifier]
|
||||
|
||||
</div>
|
||||
|
||||
@@ -88,7 +82,7 @@ PCs with DEX 13+ can dual wield certain weapons.
|
||||
|
||||
#### Missile Attacks
|
||||
|
||||
Missile attack rolls are modified based on the character's Dexterity.
|
||||
Missile attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
@@ -102,11 +96,26 @@ Missile attack rolls are modified based on the character's Dexterity.
|
||||
| 16-17 | +2 |
|
||||
| 18+ | +3 |
|
||||
|
||||
[Missile Attack Modifier]
|
||||
[Dexterity Modifier]
|
||||
|
||||
</div>
|
||||
|
||||
The range of missile attacks are usually determined by the type of missile used.
|
||||
- -1 to -4 penalties may apply when attacking targets behind partial cover.
|
||||
- Targets behind total cover cannot be hit.
|
||||
- The range of missile attacks are usually determined by the type of missile used.
|
||||
- Attacks beyond long range are not possible.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Range | Mod |
|
||||
| :----: | :-: |
|
||||
| Short | +1 |
|
||||
| Medium | -- |
|
||||
| Long | -1 |
|
||||
|
||||
[Range Modifier]
|
||||
|
||||
</div>
|
||||
|
||||
#### Critical Hits
|
||||
|
||||
@@ -138,12 +147,12 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
|
||||
|
||||
[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
|
||||
[^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
|
||||
[^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
|
||||
[^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
|
||||
|
||||
</div>
|
||||
|
||||
@@ -178,7 +187,7 @@ A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what
|
||||
|
||||
[Fumble Table]
|
||||
|
||||
[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
|
||||
[^1]: **Automatic Hits**: Roll 1d20 to check for critical, but ignore further fumbles.
|
||||
|
||||
</div>
|
||||
|
||||
@@ -190,16 +199,15 @@ Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.)
|
||||
|
||||
Most characters can move 40' in a combat round.
|
||||
|
||||
- **When Engaged** - Can't move away from foe without retreating.
|
||||
|
||||
- **When Prone** - Use 1/2 movement to stand up.
|
||||
- **When Engaged**: Can't move away from foe without retreating.
|
||||
- **When Prone**: Use 1/2 movement to stand up.
|
||||
|
||||
### Retreating
|
||||
|
||||
Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.
|
||||
|
||||
- **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
|
||||
- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
|
||||
- **Fighting Retreat**: Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
|
||||
- **Full Retreat**: Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
|
||||
|
||||
### Weapons
|
||||
|
||||
|
@@ -1,5 +1,5 @@
|
||||
---
|
||||
title: "HOSR Core Rules: Magic"
|
||||
title: 'HOSR Core Rules: Magic'
|
||||
description:
|
||||
date_pub: 2023-04-22T16:42:00-04:00
|
||||
section: rules
|
||||
@@ -71,8 +71,8 @@ Arcane spell casters memorize spells from their spell books, which must be close
|
||||
|
||||
</div>
|
||||
|
||||
- **Starting Spells (SS)** - The number of starting spells in a new caster's spell book.
|
||||
- **Copy Chance (CC)** - The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level.
|
||||
- **Starting Spells (SS)**: The number of starting spells in a new caster's spell book.
|
||||
- **Copy Chance (CC)**: The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level.
|
||||
|
||||
### Divine Magic
|
||||
|
||||
@@ -82,9 +82,9 @@ Divine spell casters memorize spells through prayer to their gods. When praying
|
||||
- If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
|
||||
- To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
|
||||
- Divine casters can cast reversed versions of spells (possibly gaining deity disfavor).
|
||||
- **Lawful characters** - Only use reversed spells in dire circumstances.
|
||||
- **Chaotic characters** - Usually use reversed spells, only using normal spell versions to benefit their allies.
|
||||
- **Neutral characters** - Usually favor either normal or reversed spells, depending on the deity.
|
||||
- **Lawful characters**: Only use reversed spells in dire circumstances.
|
||||
- **Chaotic characters**: Usually use reversed spells, only using normal spell versions to benefit their allies.
|
||||
- **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity.
|
||||
- Divine casters can use divine magic items and scrolls for spells on their spell list.
|
||||
|
||||
### Pact Magic
|
||||
|
@@ -1,8 +1,7 @@
|
||||
---
|
||||
title: "HOSR Core Rules: Referees Only"
|
||||
title: 'HOSR Core Rules: Referees Only'
|
||||
description:
|
||||
date_pub: 2023-04-23T00:04:00-04:00
|
||||
date_upd: 2023-04-26T23:02:00-04:00
|
||||
section: rules
|
||||
content_type: feature
|
||||
short_code: rhr
|
||||
@@ -78,42 +77,4 @@ Creatures with bonus hit points (ex: HD X+1) attack as one HD higher.
|
||||
|
||||
</div>
|
||||
|
||||
#### Reaction Rolls
|
||||
|
||||
If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact).
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 2d6 | Result |
|
||||
| :-: | :-----: |
|
||||
| 2- | Attack! |
|
||||
| 3 | Hateful |
|
||||
| 4 | Leery |
|
||||
| 5 | Rude |
|
||||
| 6 | Aloof |
|
||||
| 7 | Neutral |
|
||||
| 8 | Partial |
|
||||
| 9 | Cordial |
|
||||
| 10 | Amiable |
|
||||
| 11 | Helpful |
|
||||
| 12+ | Family! |
|
||||
|
||||
[Reaction Table]
|
||||
|
||||
</div>
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| CHA | Mod |
|
||||
| :---: | :-: |
|
||||
| 3 | -2 |
|
||||
| 4-8 | -1 |
|
||||
| 9-12 | +0 |
|
||||
| 13-17 | +1 |
|
||||
| 18+ | +2 |
|
||||
|
||||
[Charisma Modifier]
|
||||
|
||||
</div>
|
||||
|
||||
More to come...
|
||||
|
Reference in New Issue
Block a user