Add Encounters
Automatically determine "last modified" date Expand Languages
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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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