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HOSR Core Rules: Adventuring 2023-04-26T23:02:00-04:00 rules feature rha

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Health, Damage and Dying

Starting HP is based class and race. When damage is taken, HP is lost.

Dying

  • Monsters and NPCs usually die at 0 HP.
  • PCs at 0 HP (or lower) make a Saving Throw vs Death at the end of each round of combat.
    • 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.
    • On fail, lose 1 HP to blood loss and try again next round.
    • At -(level) HP (or lower), save or die.

Healing

  • After each long rest (8+ hours of sleep), regain 1 hit die (HD) worth of HP.
  • Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP.

Knowledge

Identifying (Magic) Items: Spellcasters get INT check

Medical Treatment: INT check, success restores ability to move and fight (after nearly dying).

  • Can't be used on oneself.

Languages

  • Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
  • Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
  • The following lists of languages are not all-inclusive.

Alignment Languages

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 undergorund, or in other dark places (Drow, Medusa, etc.).
  • Dwarfish: Native language of dwarves.
  • Elekin: Native language of elekin.
  • Elemental: Spoken by all elementals, each subtype has their own dialect.
  • Elvish: Native language of elves. and Low Fairie (spoken everywhere else in the Faewolde)
  • Faerie: Native language of the fae, usually divided into Low Fairie (spoken throughout the Faewolde) and High Faerie (spoken in the ruling courts).
  • 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.
  • Terrun: Native language of earth elementals, dialect of elemental.
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]

Perception Checks

Generally, perception can be checked by rolling highest of INT or WIS.

Encumbrance

PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).

  • Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items.
  • 2-handed weapons count as 2 items.
  • 1000 coins or 100 gems count as 1 item.

Carrying more items than allowed can be done, but movement is halved (or worse).

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.

Exploration Procedure

The general steps to take when exploring (dungeon, wilderness, etc.)

  1. Setup: Referee describes the situation

  2. Marching Order: Party determines general exploration process

  3. Complication Check: Referee rolls the complication die to see what effect it has.

  4. Actions / Responses / Complications: Party declares actions, referee describes the results (and any complications).

  5. End Turn / Watch: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.

    • Dungeon: 240'
    • Wilderness: 12 miles
  6. Repeat: Return to step 2 and repeat until the adventuring ends.

Complication Check

Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred).

  1. Encounter: Wandering creature, social encounter, or some other random interaction.
  2. Signs: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
  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.
  4. Exhaustion: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
  5. Light Source: Torches go out, lanterns go out every third time.
  6. No Complications

Listening at Doors

Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise.

  • Referee makes this roll.

Opening Doors

  • Locked Doors can be picked or broken.
    • Picking a lock takes 1d6 minutes.
  • Stuck Doors can be unstuck or broken.
  • Doors always break on a 1. Failure can affect stealth / surprise.
STR Unstick Break
3-8 --- 1-in-6
9-12 2-in-6 1-in-6
13-15 3-in-6 2-in-6
16-17 4-in-6 3-in-6
18+ 5-in-6 4-in-6

[Forcing Door Chances]

Darkness

  • -4 to attack when unable to see
  • Candles light 10' radius
  • Torches / lanterns light 30' radius

Infravision

  • Can see heat tones, even in the dark.
  • Usually works to 60'.

Other Hazards

  • Fall damage is 1d6 / 10'.
  • Characters are assumed to be able to swim at 1/2 their movement speed.

Encounter Procedure

  1. Check Stealth: Referee rolls for stealth, if applicable.
  2. Determine Distance: Referee determines how far away the characters are from the encounter.
  3. Roll Initiative: Each side that has can has stealth rolls 1d20, highest roll moves first.
  4. Choose Actions: Each side decides how they will respond in initiative order, and the encounter proceeds.
  5. End Turn: Once the encounter has played out, the turn ends.

Check Stealth

Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.

  • Parties carrying an active light source typically can not have stealth.
  • If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
  • If all sides have stealth, they miss each other.

Encounter Distance

Often determined by the nature of the encounter itself, but may be determined randomly:

  • Dungeon: 2d6 x 10'
  • Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).

Choose Actions

  • Players decide how their characters will act.
  • Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.

Reaction Rolls

If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).

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]

CHA Mod
3 -2
4-8 -1
9-12 +0
13-17 +1
18+ +2

[Charisma Modifier]

Common Actions

While any action is possible, the following actions are the most common:

  • Combat: If a side attacks, casts a spell, or makes a tactical movement, combat begins.
  • Evasion: If a side decides to flee, another side may decide to pursue.
  • Talk: One side may attempt to communicate with the other(s).

Evasion

Any side that wishes to avoid an encounter may attempt to flee.

  • Only possible before combat begins.
  • Each opposing side declares whether or not they want to pursue.
    • Players decide freely if they wish to pursue fleeing creatures.
    • Referee decides whether creatures pursue fleeing PCs (based on circumstances or roll).
  • If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
  • If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.

End Turn

Each encounter is assumed to take at least one full turn to complete.

  • This includes time to regroup, bind wounds, clean weapons, rest, etc.

Advancement

As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total.

  • 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).
  • The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling).
    • 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.
  • Referees may increase the derived value arbitrarily.
  • Once a PC acquires enough XP, they go up to the next level in their class.

Upon Gaining a Level

When a PC increases their level, the following actions may be performed:

  • Roll a hit die (based on the PC's class), and add it to their maximum hit points.
    • 1s and 2s may be re-rolled.
    • Alternatively, roll the next die step down and add 2.
  • Their player may pick one of the PC's abilities, and roll 3d6.
    • If the resulting roll is higher than the ability score, increase the score by 1.
  • Check the PC's class and race to see if any new abilities are gained.

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