610 lines
24 KiB
Markdown
610 lines
24 KiB
Markdown
---
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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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section: rules
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content_type: feature
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short_code: uha
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---
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[[toc]]
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### Ability Checks
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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) and add the ability's modifier.
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- The Referee may also add a situational modifier to the roll, typically between -4 and +4.
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Then, check the results of the roll:
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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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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, including direction of travel and speed.
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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: 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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#### 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 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. **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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- 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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- Can see heat tones, even in the dark.
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- Usually works to 60'.
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#### Listening at Doors
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Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise.
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- Referee makes this roll.
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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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<div class="dividedTableWrapper">
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| STR | Unstick | Break |
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| :---: | :-----: | :----: |
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| 3-8 | --- | 1-in-6 |
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| 9-12 | 2-in-6 | 1-in-6 |
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| 13-15 | 3-in-6 | 2-in-6 |
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| 16-17 | 4-in-6 | 3-in-6 |
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| 18+ | 5-in-6 | 4-in-6 |
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[Forcing Door Chances]
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</div>
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#### Other Hazards
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- Fall damage is 1d6 / 10'.
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#### Swimming
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- Creatures are assumed to be able to swim at 1/2 their normal movement speed.
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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](#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 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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To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mod + INT mod.
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- Modify roll in friendly, dangerous, or especially alien areas.
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- Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way.
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- Roll random encounter checks each hour
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<div class="dividedTableWrapper">
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| Roll | Result | Time Spent |
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| :--: | :-------: | :--------------------: |
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| 2 | Failure | Waste day searching |
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| 3-5 | Wandering | Arrive after 2d4 hours |
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| 6-8 | Success | Arrive after 1d6 hours |
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| 9-11 | Fortunate | Arrive after 1d4 hours |
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| 12+ | Direct | Arrive after 1 hour |
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[Urban Exploration Results]
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</div>
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#### Wilderness Exploration
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- Distances and non-magical ranges are tripled (yards rather than feet).
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- Areas of breath weapons and spell effects are still measured in feet.
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**Flight**
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- Unless stated otherwise, flight distance is double that of overland travel.
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- Flight speed is not affected by terrain.
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- Winged beasts may be used as **mounts**, carrying riders or cargo based on the mount's HD:
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- 3 HD: May carry a creature 1/2 the size of a humanoid.
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- 6 HD: May carry a creature the size of a humanoid.
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- 12 HD: May carry a large creature (ex: horse)
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- 24 HD: May carry a huge animal (ex: elephant)
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<!--
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**Foraging**
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- May be performed while traveling at normal pace.
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- Party has 1-in-6 chance of foraging enough for 1d6 characters
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**Hunting**
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- Takes a complete day (no travel or resting possible).
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- Party has 1-in-6 chance of encountering game.
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- This is in addition to normal random encounter chances.
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**Light**
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A full moon (or fog, heavy rain, etc., during daytime) with a
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clear sky will create an area of dim light. Otherwise, night
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and very thick fog will create darkness. See the Dungeon
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Adventures section for the effects of darkness.
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**Losing Direction**
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- At the start of each day, referee should roll to determine if group loses direction.
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- Chance of losing direction depends on terrain being traversed:
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- Grasslands, plains, clear: 1-in-6
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- Hills, mountains, woods, barren areas: 2-in-6
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- Swamp, jungle, desert: 3-in-6
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-->
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**Overland Travel**
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- The distance in miles that a character can travel overland in a day (16 hours) under normal conditions (and clear terrain) can be determined by multiplying their base movement rate by .6 (or 3/5).
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- 10' / round => 6 miles / day
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- 20' / round => 12 miles / day
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- 30' / round => 18 miles / day
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- 40' / round = 24 miles / day
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- Some terrain affects overland speed while traveling through it:
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- Maintain roads: Increase speed by 50%.
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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 2 levels of [exhaustion](#exhaustion).
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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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Characters can usually see 3 miles around (in clear terrain).
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- Range of sight may vary based on terrain (ex: less in wooded area, more on an overlook).
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### Encounter Procedure
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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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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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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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- 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 | Uncertain |
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| 8 | Confused |
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| 9 | Indifferent |
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| 10 | Cordial |
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| 11 | Amiable |
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| 12+ | Friendly! |
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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 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Charisma Modifier]
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</div>
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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, etc.
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#### Typical 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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### Advancement
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As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total.
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- Each standard coin worth of treasure gained is worth 1 XP, and each creature has an XP value awarded for beating them (one way or another).
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- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling).
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- Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points.
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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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- Roll a hit die (based on the PC's class), and add it to their maximum hit points.
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- 1s and 2s may be re-rolled.
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- Alternatively, roll the next die step down and add 2.
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- Their player may pick one of the PC's abilities, and roll 3d6.
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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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- Items can be carried **At Ready** or **Packed**.
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- "At Ready" items may be grabbed and used without delay.
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- Packing or unpacking items takes 1 turn.
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- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
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- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
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- Leather armor (with or without studs) counts as 1 item, chain mail and half plate each count as 2 items, and full plate counts as 3 items.
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- 2-handed weapons count as 2 items.
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- 100 coins or gems count as 1 item.
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- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
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- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
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### Health, Damage and Dying
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The state of a character's health is determined by their number of hit points (HP).
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- Starting HP is usually determined by class and level.
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- The type of Hit Dice to throw is determined by class
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- The number of Hit Dice to throw is determined by level.
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- Re-roll any 1s or 2s.
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- Modify the rolled value of each die by CON as below:
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<div class="dividedTableWrapper">
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| CON | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Constitution Modifier]
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</div>
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- 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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- 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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- 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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- 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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- 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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#### Alignment Languages
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Assumed to shared by all (intelligent) members of a given alignment.
|
||
|
||
- **Chaotic**: Alignment language of chaos.
|
||
- **Lawful**: Alignment language of law.
|
||
- **Neutral**: Alignment language of neutrality.
|
||
|
||
#### Class Languages
|
||
|
||
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.).
|
||
|
||
- **Assassin's Cant**: Secret (and coded) language known to all thieves.
|
||
- Dialects are based on different guilds.
|
||
- **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs.
|
||
- Dialects are based on different ship / locations.
|
||
- **Druidic**: Secret language spoken by all Druids.
|
||
- **Thieves' Cant**: Secret (and coded) language known to all thieves.
|
||
- Dialects are based on different guilds.
|
||
|
||
#### Racial Languages
|
||
|
||
- **Aerian**: Native language of air elementals, dialect of elemental.
|
||
- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
|
||
- **Aquon**: Native language of water elementals, dialect of elemental.
|
||
- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
|
||
- **Doppleganger**: Native language of dopplegangers.
|
||
- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
|
||
- **Duncommon**: Native language of those that dwell deep underground and other dark places (Drow, Medusa, etc.).
|
||
- **Dwarfish**: Native language of dwarves.
|
||
- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
|
||
- **Elvish**: Native language of elves, dialect of faerie.
|
||
- **Faerie**: Native language of the fae, usually divided into 2 dialects:
|
||
- **High Faerie** Spoken in the ruling courts of the Faewolde.
|
||
- **Low Faerie**: Spoken everywhere else in the Faewolde.
|
||
- **Farspeak**: Language of the far realms.
|
||
- **Gargoyle**: Native language of gargoyles.
|
||
- **Giant**: Native language of giants.
|
||
- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
|
||
- **Gnollish**: Native language of gnolls.
|
||
- **Gnomish**: Native language of gnomes.
|
||
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
|
||
- **Halfling**: Native language of halflings.
|
||
- **Orcish**: Native language of ogres and orcs.
|
||
- **Pyrean**: Native language of fire elementals, dialect of elemental.
|
||
- **Strallan**: Native language of the Stral and official language of the Stral Empire.
|
||
- **Terrun**: Native language of earth elementals, dialect of elemental.
|
||
|
||
<div class="dividedTableWrapper">
|
||
|
||
| INT | Spoken Languages | Read? |
|
||
| :---: | :--------------: | :---: |
|
||
| 3 | Native (broken) | No |
|
||
| 4-5 | Native | No |
|
||
| 6-8 | Native | Basic |
|
||
| 9-12 | Native | Yes |
|
||
| 13-15 | Native + 1 | Yes |
|
||
| 16-17 | Native + 2 | Yes |
|
||
| 18+ | Native + 3 | Yes |
|
||
|
||
[Languages Known]
|
||
|
||
</div>
|
||
|
||
### Perception Checks
|
||
|
||
Generally, perception can be checked by rolling highest of INT or WIS.
|
||
|
||
### Size
|
||
|
||
A creature's size is usually defined by one of the following categories based on its height and/or weight:
|
||
|
||
<div class="dividedTableWrapper">
|
||
|
||
| Size | Max Height | Max Weight | Control Radius |
|
||
| :--------: | :--------: | :----------: | :------------: |
|
||
| Diminutive | 1' | 1 lb | 1' |
|
||
| Tiny | 2' | 8 lbs | 2.5' |
|
||
| Small | 4' | 60 lbs | 5' |
|
||
| Medium | 8' | 500 lbs | 5' |
|
||
| Large | 16' | 4000 lbs | 10' |
|
||
| Huge | 32' | 32,000 lbs | 15' |
|
||
| Gargantuan | 64' | 250,000 lbs | 20' |
|
||
| Colossal | 65'+ | 250,001+ lbs | 30' |
|
||
|
||
[Creature Sizes]
|
||
|
||
</div>
|
||
|
||
### Time
|
||
|
||
Time is often represented at different scales:
|
||
|
||
- A combat round is 10 seconds long.
|
||
- An exploration turn takes 10 minutes.
|
||
- A watch takes 4 hours.
|
||
- A long rest takes 8 hours.
|
||
|
||
<!--
|
||
### Usage Die
|
||
|
||
Some equipment (including many magic items) have limited uses, tracked via a **Usage Die**.
|
||
|
||
- The item description will indicate the starting die type.
|
||
- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
|
||
- After dropping a die step from a d4, the magic item has only 1 use remaining.
|
||
- When no more uses are left, the item becomes inert.
|
||
- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
|
||
-->
|
||
|
||
!!!include(license/wotc-cc-by.md)!!!
|