The Roll System

 

 I. BASE HEALTH

    • Plate: 65

    • Chainmail: 55

    • Leather: 45

    • Cloth: 35

    • HP of NPCs and Monsters are always at the behest of the DM / Storyteller, though as for a guide, they can be scaled as follows:

      1. Small NPC / Monster: 30 HP - 100 HP

        1. Examples: Bug Swarms, Zombies, Townsfolk

      2. Medium NPC / Monster: 100 HP - 500 HP

        1. Examples: Wraiths, Small Demons, Some Low-Tier Bosses

      3. Large NPC / Monster: 500 HP - 1,000 HP

        1. Examples: Large Demons, Crown Guards, High-Tier Bosses

      4. Legendary NPC / Monster: 1,000 HP - ???

        1. Examples: Major Story Elements, Final Bosses

 

II. BASE ATTRIBUTES

  1. (Person must roll a 1D5 to place numbers, they may put these numbers in any attribute category, but must use the numbers rolled)

    • Charisma

      1. Manipulation, Charm, Presence, Personality

    • Dexterity

      1. Mastery, Finesse, Agility, Proficiency

    • Wisdom

      1. Knowledge, Foresight, Learning, Judgement

    • Resistance

      1. How much damage is reduced

    • Strength

      1. Power, Physical Force

    • Base attributes will determine a + roll to a basic 1D10 roll against another player or NPC to determine success or failure against them as well as adding to base rolls in certain spells to enhance them.

    • Failure / success is determined by the difference between the two rolls.

      1. Example: Player A rolls a 1d10+4 = 14 (crit), Player B rolls 1d10+4 = 5. Player A wins by 9

      2. Critical strikes either cause more damage (see below) or can infer the player gains something better (DM choice).

    • Monsters / NPCs will have Base Attributes as well that can be viewed by players that have a high enough “wisdom” in their perception check.

    • Person must roll their 1D5 in front of an officer to ensure that there is no cheat-rolling.

    • No NPC or Player can have 0 in any attribute.

    • Base Attribute numbers can change only when the character has reached certain experience levels and by writing stories that show growth in that specific attribute.

    • Stories are examined and accepted / denied by the DMs / Storytellers. DM / Storytellers must give constructive critiques on all stories.

    • Base Attributes cap off at 10.

 

III. EXPERIENCE

    • Experience is based off of attendance AND participation.

    • Experience is equally based off of the type of event

    • Event Types:

      1. Minor Event: Low action, story building, few rolls, setting up for the story by allowing the characters to make choices (10 Exp)

        1. Example: Phoenix Court participation (speaking, adding to the conversation)

      2. Medium Event: Some action, allowing character choices to come to fruition, rolls to determine success / failure, furthering personal story plots (20 Exp)

        1. Example: Exploration Events, Minor Skirmishes, BDI / Gladewarden / Knighthood-specific events

      3. Large Event: Varying action, battles, adventuring plots, furthering guild storyline (30 Exp)

        1. Example: Battles, guild-centric events, assisting other guilds in their events, furthering the plot line of the overall story

      4. Massive Event: High action, multi-battle progression, adding to a larger story (40 Exp)

        1. Example: Multi-guild events, large-scale campaigns, etc.

    • Experience has stages where it can cap out (As of 3/29/17, these numbers are just figures and can be changed to suit the ideas of how far out experience should be capped)

      1. 20

      2. 500

      3. 7,000

      4. 12,000

      5. 270,000

      6. 4,200,000

    • Participation is at the behest of the DM / Storyteller. If a person attends, but does not participate, then they forfeit the experience for that event.

      1. Participation is the character not just being reactionary to the things around them, but actively assisting in moving the event / story along.

 

IV. SPELLS

    • Each person will be given a set of “basic” spells. These spells / talents have no modifier and have an infinite use.

      1. Hit (This is your weapon roll)

      2. Basic Heal (Bandage spec, 1D3)

    • Spellcrafting happens when you reach past the first experience threshold. As a player, you have the ability to make your own spells which will then be vetted by the DM and proper dice given to the roll as well as how often it can be used.

      1. Larger and more complex spells can be crafted in the beginning, but it is likely the DM will have you put that for use later on down the line.

      2. For certain spells, you will have to do a write-up to convince the DM why you should have that spell in your arsenal and how your character came upon it.

    • Spells do NOT double up with weapon rolls. Weapon rolls are standard moves, so a character will never be able to use their weapon AND a spell.

    • Spellcrafting is not useable in Army vs. Army.

 

V. WEAPONS

    • Two-Handed (2-handed sword, 2-handed mace, 2-handed axe)

      1. 1D10 Standard - no defense

    • Sword / Shield:

      1. 1D5 Standard - +1 defense (this means they will have 1 removed from any damage blow made to them)

    • Staff (Physical Attack):

      1. 1D10 Standard - no defense

    • Dual-Weapons (daggers, fist weapons, short swords, axes):

      1. 2D6 Standard - no defense

    • Ranged (bow, gun, throwing knives):

      1. 1D8 Standard - no defense

 

VI. CRITS, AURAS, & DEBUFFS

    • Critical strikes are 4+ to damage for non-casting, standard abilities. Casting abilities will not have a critical strike chance.

    • Auras are group-wide buffs but do not stack on each other.

      1. Example: Paladin buffs do not stack on other paladin buffs but can stack with other class buffs, up to 2 stacks. This means that the paladin can take their own aura and the aura of one other class, but no more than that.

    • Debuffs can happen on players and NPCs.

      1. Bleed Effect

        1. This effect is based primarily off of the DM rolls. The DM will roll a 1D5 to determine how much health is reduced per round and roll a 1D5 again to determine how many rounds

        2. This effect can be “cleansed” by healers who have that ability.

      2. Stun Effect

        1. This effect is also based off of DM rolls, though it can be “resisted” by an NPC or player based off of their rolls. Both the player and the DM will roll a standard 1D20 + Resistance. If the DM has the higher number, the player / NPC is stunned and then the DM must roll a 1D5 to determine for how many rounds. If the player has the higher number, then they are not stunned.

        2. Resistance wins for players make them immune to stun for 1 round.

        3. This effect cannot be cleansed.

      3. Burning Effect

        1. Burning effects are effects that can be targeted to one person or a group. The DM will roll a 1D(number of people in the group) to determine how many are affected. Likewise, they will roll a 1D5 to determine health lost over 2 rounds.

        2. Who is affected is based off of where people are in terms of grouping.

          1. Example: The DM rolls a 1D15 and gets a 4. The DM must then pick 4 people relatively grouped together. If none are grouped together, they must pick 4 people within relative distance of one another.

        3. This effect can be cleansed by healers who have that ability.

      4. Disarmed Effect

        1. This effect is based off NPC and player spells. The Disarmed effect merely disallows the player or NPC to engage in a standard roll for 1 round.

        2. This effect cannot be cleansed or resisted.

      5. Charmed Effect

        1. This effect is based off of DM rolls, but can be resisted by an NPC or player based off of their rolls. Both the player and the DM will roll a 1D20 + Charisma. If the DM has the higher roll, the player is charmed, placing them under the sway / suggestion of the DM. The DM must then roll a 1D5 to determine for how many rounds. If the player has the higher number, then they are not charmed.

        2. Being “charmed” allows the player or DM to have the ability to suggest to the charmed entity to fight to protect the person doing the charming. Their dice and abilities do not change, though if they have an aura up, the group loses said aura and the enemy gains it.

        3. Charmed people CANNOT use heroic or legendary abilities, standard attacks only.

        4. This effect can be cleansed only with a challenge roll. A challenge roll is a basic 1D20 versus the charmed player 1D20, with no added attributes. If the challenge roll is in favor against the charmed person, they can be “talked out” of their stupor. If not, the person who has made the challenge roll will become the target for 1 round.

 

VII. ROUNDS & TURNS

    • Each round is split into two parts

      1. Player Round

        1. An order roll is made with a standard 1D100 to determine the order.

        2. This prevents folks from running over one another.

        3. Player rounds permits players to attack or heal.

      2. Enemy Round

        1. Enemies do not require an order as this is up to the DM.

 

VIII. ARMY VS. ARMY MOVEMENTS

      • Army HP is dependent upon how many men they have. Eventually, as players rank up and gain reputations, they can purchase men. All regiments start with 50 men.

      • Armies can be a combination of 2 or more variants listed here:

 

  • Footmen - Basic front-line soldiers. These soldiers are your basic sword-and-board “pawns” who have two basic moves:

    • Attack (1D10) -- this move permits the hasty movement of a regiment toward a targeted enemy group for damage.

    • Defend (1D5) -- this move permits the use of defense against a move made against them. If a regiment of footmen choose to defend, their damage will be subtracted based on the roll.

      • Example: Regiment A charges Regiment B and rolls (1D10 = 4). Regiment B’s turn decides to defend and rolls (1D5 = 5). No damage is taken as the defense roll is higher. If the defense roll had been 3, they would have taken 1 damage.

      • Similarly, Footmen may be moved at their turn to engage a defense of another group. (I.e., other footmen, archers, healers, etc.)

 

  • Cavalrymen

 

    • Charge (1D10) -- this move permits the cavalry to charge into the field of battle doing basic damage.

    • Sweeping Strikes (1D10 -- Limit 2 per engagement) -- This may only be used when the cavalry are within striking distance of another group.

    • Basic Hit (1D5) -- This is the basic damage dealer for cavalry. They may only use this once they have charged into the battle.

 

  • Archers

 

    • Launch (1D10) -- This is a launch volley from a distance. They must be further away from the group they are targeting.

    • Handstrike (1D5) -- This is for any hand-to-hand combat that should happen.

 

  • Spellcasters

 

    • Volley (1D10) -- This is a launch from a distance of fire, frost, or arcane. They must be further away from the group they are targeting.

    • Swordsmanship (1D8) -- This is for any close quarters combat.

 

  • Healers

 

    • Vitality (1D8) -- This brings back up to 8 men.

    • Defend (1D5) -- This “bubbles” up to 5 men preventing damage for 1 turn.