Out-of-Combat Rules - WindStrike - 10-15-2013
The gameplay rules for in-combat are established and well ordered. Very rarely does the DM have to do something about something that's unsaid, usually pertaining to if an effect specifically asks the DM to make something up (ie, Combination Attacks).
However, when it comes to everything outside of combat, there's currently nothing actually regulating things except the DM. In reality, there should be various baseline rules to take care of many basic actions so that the DM is mainly deciding on complex actions, and the results of how these work should be based on how the basic actions work. I have personally never actually noticed this because I've technically been running on a system this whole time, but it's not been written in plain view when it should be.
DM's discretion in of itself should not be an actual system. Its primary use should be for deciding how it affects the quest as a whole, not for deciding the outcome of any and every situation. There's some situations, since there are some unlisted applications, that we cannot foresee, and when those situations come, THEN the DM should step in and say what happens. But for those situations that we can see, let's get things established for them.
What is Power used for? Power is used for actions of Strength and Endurance. If you were to lift something, it would use Power. Throwing is Active Skill that uses the Power stat. The same is used for Throwing Weapons. A sheer test of physical tolerance would test someone's Power.
Power is also used as a show of intimidation or force, or instilling fear in others. This can lead to Subjugation of those that are weak-minded. With great Power comes the ability to control others by force (not by manipulation, that's Wisdom).
What is Courage used for? Courage is used for actions of Dexterity and Agility. If you were to make any sort of quick movement or make a jump, it would use your Courage stat.
The meaning of Courage in of itself refers to determination and resolve. That is, the will to strive forward and the will to see things to the end. These sorts of actions and ideas would use Courage as well.
What is Wisdom used for? Wisdom is used for actions of Mind Powers, Manipulation, Bluffing, and Awareness. Mind Powers refers to Telepathy and Telekinesis. Actions of manipulation would include suggestion and control (not out of intimidation, that's Power). You may also use Wisdom to bluff and lie your way to a victory.
While Awareness covers hearing and the use of your senses to detect things, it also covers Spot Checks, which you can read more about in its section below.
DM's discretion, in this case, will be determining the success counters of things. Say you want to blow up a wall with a Bomb. The DM sets a success counter on the wall. While that counter may not be visible to players, if that counter is breached, then the wall should fall. A wall may be stronger in one place than it is another.
However, there's some things that are very basic that should be established and global across all DMs and quests.
- Jump Distance:
- How high can I jump? How far can I jump? Jump distance is determined by a Courage roll.
- For each success, you cover 1 foot of distance.
- It is assumed you can cross up to a 5 foot distance without a roll.
Falling:
How much damage do I take from fall damage? Well, if you jumped directly upwards, it's assumed you can take the fall without any problems.
For any fall distance above 10 feet, roll Courage against the fall distance amount.
If you are successful, you land just fine.
If you are unsuccessful, you take neutral damage equal to the difference in successes.
Lifting an Object:
How heavy is an object? Lifting involves using all of your strength to pick up an object, implying the use of both of your hands/arms.
Using a Power roll, you can lift 10 pounds for each success.
It is assumed you can lift up to 100 pounds without a roll.
Lifting a Bombplant:
The higher the level of a Bombplant, the higher the success count with a Power roll you need to lift it.
One level = one success. For example, a Level 25 Bombplant requires 25 successes with a Power roll to lift it. A Level 12 Bombplant requires 12 successes with a Power roll to lift it.
What exactly is the point of establishing this? Well, when you start out at Level 1, you're able to do things that a "normal person" can do. You can jump short distances, lift objects that you'd normally be able to do in everyday life, etc. However, you can't lift giant boulders or jump from one story to another. By establishing this, what you're able to do as you level up and upgrade your stats increases to more heroic levels.
We are not using Perception Checks. The reason being, every time you walk into an area, the first thing you'd do is use a Perception Check. If you pass a threshold, oh wait, you see everything. It's mainly being removed because it'd practically become a staple roll no matter where you go, when instead, information about the area should just be provided by the DM anyways. For something that's overly tedious that you'd do "every single time" that you ran across something and has no actual risk to checking, there's no point in using a roll.
We are, however, using Spot Checks. There is a requirement for a Spot Check to even have the possibility to succeed - there must be a reason/hint behind it. If it's simply "I check the darkness to see if I see anything", that falls under a Perception Check, which doesn't work. However, if you're in the darkness and you hear something, you may be able to lock onto it with a Spot Check, which involves rolling your Wisdom stat vs. the target's Wisdom stat. If you fail a Spot Check, another attempt at a Spot Check for the same reason will automatically fail.
Essentially, if something is completely hidden and you should have (under the current circumstances) no ability to sense what's hidden, then no amount of random checks should allow you to notice it. On the other hand, if you change the circumstances by say, lighting the room up, then a hint about a hidden presence may drop, or it may reveal what's hidden entirely.
How do you sneak attack someone? Well, it's simple - you attack them when they are not aware of your presence. However, how the target defends a sneak attack is based on a combination between his awareness ( Wisdom stat) and his physical aptitude ( Power and Courage).
First off, in order to pull off a sneak attack on someone, the target cannot know you're there. So if he doesn't pull off a successful Spot Check on you prior to the attack, you're good. Then, state your action (attack) and what the target would normally roll if it was in-combat.
- If target's Wisdom stat is lower than his Courage or Power stats...
- Roll vs. target's Power dice - Target rolls the average of his Power and Wisdom stats.
- Roll vs. target's Courage dice - Target rolls the average of his Courage and Wisdom stats.
If target's Wisdom stat is higher than his Courage or Power stats...
Roll vs. target's Power dice - Target rolls his Power stat.
Roll vs. target's Courage dice - Target rolls his Courage stat.
Roll vs. target's Wisdom dice - Target rolls his Wisdom stat.
Overall, targets with high Wisdom (awareness) will defend much better against Sneak Attacks.
This should then initiate combat, meaning everyone rolls initiatives.
There is the possibility of a sneak attack chain. That'll only happen if you sneak attack someone, but you didn't see the other guy, and he sneak attacks you, but that other guy didn't see one of your party mates, and etc. etc. Essentially, the battle starts when everyone is aware of everyone else, or if those hidden continue to try and remain hidden without taking action.
Various charge-up moves, when you start charging, cause some sort of effect that can be sensed with a Spot Check. Some other moves don't have a description, and those moves, when you charge, should not proc a Spot Check.
However, for the moves that do proc a Spot Check, if you are spotted while charging up, the target can "counterattack" you, so to speak. This "charge-up time" is now considered a "period of time in which the target can spot you and, if he does, take an action". This action is the equivalent of taking an action in-battle, so he can attack you, he can try and run away, he can cast a spell, etc. You are able to cancel the Charge-Up Move if he decides to attack you. However, you are not able to absorb the Charge-Up Move if he attacks you.
If you're not spotted when you start charging, then the charge-up time is considered null and void, meaning you can use the move immediately.
What surfaces can the Hookshot attach to? By default, it's able to attach to softer surfaces without a roll, but harder surfaces like metal will require a minimum roll for the Hookshot to pass.
- Dirt - No roll required
- Wood - 5 successes
- Stone - 20 successes
- Concrete - 30 successes
- Steel - 40 successes
Different versions of the Hookshot may say they need less successes. A Clawshot is a type of Hookshot.
Is it possible to hookshot from one surface to another? To an extent, yes. If you're using one Hookshot and trying to go from wall to wall, well you're holding onto the wall in the first place using the Hookshot, so you'd need to jump off and then fire. Alternatively, you can use two Hookshots to Spiderman your way to a victory.
These rules are considered WIP. Post your comments, opinions, and suggestions.
RE: Out-of-Combat Rules - Orithan - 10-16-2013
Two questions:
- Will there have to be updating of any existing charge up moves? After all, it would be very silly to have Hal charge up a Freeze Shock and not show any sort of visible effect. This would happen as it is now, since it doesn't say anything about any sort of effect. Edit: Speaking of updating, I think you might want to update peoples' profiles to accommodate Robes and Materials.
- Do the success rules apply to special "Hookshot targets" ala Ocarina of Time?
RE: Out-of-Combat Rules - WindStrike - 10-16-2013
- Yes, all existing charge up moves have to be updated, especially considering the suggested changes in this thread. Regarding peoples' profiles for robes and materials, I'm holding off on that for a bit just cause I'm making changes all over the place. I'll get an update thread out when I'm done tinkering with stuffs.
- Special hookshot targets would mean you would just fire at it, and you'd hook to it (so long as its in range). So it would count as a soft surface, ala hookable.
|