11 KiB
title | description | date_pub | section | content_type | short_code |
---|---|---|---|---|---|
HOSR Core Rules: Adventuring | 2023-04-26T23:02:00-04:00 | rules | feature | rha |
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.)
-
Setup: Referee describes the situation
-
Marching Order: Party determines general exploration process
-
Complication Check: Referee rolls the complication die to see what effect it has.
-
Actions / Responses / Complications: Party declares actions, referee describes the results (and any complications).
-
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
-
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).
- Encounter: Wandering creature, social encounter, or some other random interaction.
- Signs: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
- 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.
- Exhaustion: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
- Light Source: Torches go out, lanterns go out every third time.
- 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
- Check Stealth: Referee rolls for stealth, if applicable.
- Determine Distance: Referee determines how far away the characters are from the encounter.
- Roll Initiative: Each side that has can has stealth rolls 1d20, highest roll moves first.
- Choose Actions: Each side decides how they will respond in initiative order, and the encounter proceeds.
- 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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