Bash & Slash RPG part 2 - The Bloatening
Aaaannnnd the bloat has already set in. This is intended to be a solo dungeon crawl, but I keep trying to build in general role playing capabilities. These don't work in a solo crawl - there isn't anybody else to save you.
Good things are never easy. Especially when I keep changing my mind about little details like how the combat system works. I want armor shields to be important, maybe as important as the combatant's skill. But armor has to actually do something. So do shields reduce your chance to be hit, or reduce your chance to be injured after a successful hit? Do I have detailed armor, or generic "light/medium/heavy"? Same thing for weapons. Do I build in the difference between bash/slash/poke, or just give certain weapons an armor piercing ability? That sounds easier, now that I write it down. Speaking of armor piercing - swords simply don't do well at that. That's why armor was invented, after all. Then why would anybody ever use a sword? Because no hand weapon does more damage to unarmored flesh, that's why. And they're the absolute best at parrying other weapons, to keep you from getting cut. But does any of this really matter in a (hopefully) simple dungeon crawl?
Speaking of bloat - I already have two different systems to track encumbrance - by weight and by slots. Only need one of these, and slots is probably the better idea. Either would work, I guess, but I like the idea of having to know where everything is, and digging around in your pack (or, heaven help you, in a big sack) to find the thing you're desperately looking for while the giant spider approaches.
Simple is hard. Complicated is easy. Concise is hard. Verbose is easy. Genre focus is proving to be harder than I thought.
All that being said, here's the current WIP. I am certain that there will be massive changes before I'm satisfied with it.
Bash &
Slash
A role playing game system by me (Alpha 0.2, MAR 2021)
Definitions
Skill Test (lower = better): Roll a d20, and you succeed if the result is
less than or equal to an Attribute
plus an optional Boost. A roll of 20 (19 or 20 for a disfavored
Attribute) is a critical failure, and your character loses one point of Stamina.
Boost Test (lower = better): Roll a d6, and you succeed if the result is
less than or equal to the value of the Boost.
A roll of 6 always fails.
Opposed Test (high under): A skill test against an active opponent. Both sides roll a skill test, and the higher successful result
wins. In case of a tie, both sides succeed.
Effort Check (higher = better): Roll one (or more) dice and take the
result. This is mostly used for damage
rolls, but also for some tasks that will take extended effort to accomplish.
Advantage (ADV): Roll an extra die, and discard the worst result. May be abbreviated as an “A” following a die
roll type, as in “d6A”.
Disadvantage (DIS): Roll an extra die, and discard the best result. May be abbreviated as a “D” following a die
roll type, as in “d20D”.
Advantage
and Disadvantage cancel each other on a one-for-one basis. Advantages and Disadvantages stack, to a
limit of two. Double advantage (2ADV) means roll two extra dice, and
discard the worst two. Double disadvantage
(2DIS) means roll two extra dice,
and discard the best two. Examples: d20A:
Roll two twenty-sided dice and keep the best. d6DD:
Roll three six-sided dice and keep only the worst. 3d6A:
Roll four six-sided dice, discard the lowest, and add the higher three
together.
Middling (MID): Roll three dice and
discard the highest and lowest. May be
abbreviated as an “M” following a die roll type, as in “d6M”.
d6: A six-sided die.
d3:
A six sided die, with the result halved.
When halving a number, always round up.
d66:
Roll a d6 twice to select from 36 possible outcomes, labeled 11 through
66.
2d6+1: Roll two six-sided dice, add the results
together, then add one.
A Scene is a full encounter. It includes local exploration, dealing with
traps, fighting monsters, picking locks, gathering treasure, etc. In general, one room in a dungeon is a single
scene.
Distance is measured relative to you
or your target. Intimate is wrestling and whispering range. Close
is melee and talking range. Near is thrown weapons and shouting
range. Far is missile weapons and whistling range. Distant
is only within the range of siege weapons and bagpipes.
Character
Creation
The
five Attributes your character has are:
Agility
(AGL): Melee combat, dodging, and acrobatics.
Brawn (BRN): Lifting,
carrying, brawling, intimidating, and taking damage.
Cunning (CNG): Magic, shooting,
healing, and crafting.
Deviousness (DEV): Manipulating,
sneaking, and noticing.
Endurance (END): Stamina,
general health, and luck.
Attributes
can never rise above 20. Attributes may
be temporarily reduced. If any attribute
is reduced to zero, the character may die.
Whenever an attribute is reduced to 5 or less, test it with a d6. If the test fails (the result is higher than
the attribute), their Stamina is reduced to one, their Sweat is maxed out, they
pass out for d6 hours, and the affected attribute is permanently reduced
by one.
Pick
two attributes to favor. They have a value of 10. Mark them with a “+”. Pick
one attribute to disfavor. It has a value of 8. Mark it with a “-“. The other two attributes have a value of 9.
Stamina: How much physical effort your character can
perform without becoming exhausted. Your
character’s base Stamina is equal to your Endurance
plus Grit and Luck (boosts, discussed later).
[For more epic adventuring, add half your Brawn.]
Sweat: Hard work (like melee combat) is exhausting. Sweat is used in place of traditional “hit
points” to avoid deadly damage, to power spells, and enable mighty feats of
daring. Sweat recovers quickly,
returning to zero at the end of each scene. When sweat equals Stamina, reduce your Stamina by one, and any additional sweat is
applied randomly to your Attributes as damage.
Roll: 1 2-3 4 5 6
Attribute: AGL BRN CNG DEV END
Rest: Your character can go Stamina hours without rest or food.
If you do not stop to eat and rest for an hour after that many hours, you
are exhausted and gain one burden each additional hour you go without
rest. (Attempting to rest after fewer
than half that many hours has no effect.)
When your character takes an hour to rest and eat, Sweat is reduced to zero and all Stamina is restored. For each
reduced Boost, roll a d6. On a 1-2, you regain one point. You may also make a healing test to recover one point to a single reduced Attribute or to eliminate a poison. Note that resting characters tend to attract
wandering monsters, who are attracted to the smell of the cheese you’re eating.
Burden: How wearying your character’s existence has become. Carrying a heavy load, wearing armor, illness,
adventuring too long without rest, or being cursed all add to your burden. At the beginning of each scene, increase
your sweat by your burden.
Carry Capacity (CC) in stones is Brawn
plus Strong (a boost). [For more epic adventuring, add half your Endurance.] If you carry too much, your Burden increases
and you may suffer disadvantage on all skill tests. You cannot carry more than 10 stone more than
your capacity.
Load: ≤ CC ≤
CC+3 ≤ CC+6 ≤ CC+8 ≤ CC+10
Burden: 0 1 3 6
+ DIS 10 + 2DIS
Containers: Since your character probably only has two
hands, most items have to be carried in various containers. You can strap one very large or two large
items to your poor, aching back. Pants
pockets have not yet been invented, and would be hidden under your armor,
anyways. Other containers are listed
below. It takes one round to find any
particular item in a pouch, 1d3 rounds to retrieve something from a purse or backpack,
and 1d6 rounds to find and extricate what you’re looking for in a bag or sack.
·
A purse is a very
small item, and can carry up to 1000 tiny items (like coins and gems).
·
A pouch is a small
item, and can carry 6 very small items.
A pouch full of purses full of coins weighs ½ stone.
·
A pocket on a robe
or vest counts as a pouch.
·
A belt can carry 6
small items and one medium one. You can
wear up to two belts.
·
A backpack can
carry 20 small items and 6 medium ones.
You can only wear one backpack.
·
A bag is carried in
one hand, and has the same carry capacity as a backpack.
·
A sack is lugged in
two hands, and can carry 100 small items and 20 medium ones, along with either
one very large item or six large ones.
Death: When an attribute reaches zero, the character
may die. Test your Luck boost. If you succeed
(the roll is ≤ Luck), your character will remain unconscious for
2d20 hours, then awaken with a score of one
in that attribute. If the test fails,
your character will die in 1d6 rounds unless magically healed. If your character survives, the affected
attribute will be permanently reduced by 1d3+1 and your Luck will be
permanently reduced by one (to no less than zero).
Boosts: Your character can learn tricks to improve
their performance at various tasks. Boosts
are associated with specific Attributes.
Boosts are used passively to
increase the Attribute during skill tests.
Active use of a Boost reduces
it by one level (after the use), but can accomplish incredible things,
depending on the nature of the Boost. Boosts
with a value of 0 cannot be used actively, as their value cannot drop below 0
or rise above 5. (You can still take
that sort of action by rolling an Attribute test. You just gain no additional benefits.) Active uses only affect actions directly
involving that boost, unless otherwise stated.
The effects of active uses do not require a test unless otherwise
stated. Each boost may recover a single
level during a rest on a d6 roll of 1-2.
v Generic
Ø All Boosts have the following two active uses:
§ Reroll the skill test,
keeping the better result.
§ Add its value to the die
roll of a test you have succeeded
at. This can help you win an opposed
test by having a higher final result than your opponent.
v Agility
Ø Fight: Use when engaged in melee combat. If you are unarmed, test with
disadvantage. Active use:
§ Defend a close ally
by forcing their opponent to fight you instead.
§ Add a die to your melee damage,
based on its current level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Dodge: Use when avoiding
dangerous flying objects. When fighting
defensively, add Dodge to Fight, but you cannot deal damage to your opponent. Also useful for avoiding some traps. Active use:
§ Reduce any non-magic damage
you receive (to a minimum of 0), based on its level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Acrobatics: Use creatively to
climb, jump, swing, or generally move over, under, around, past, through, or away
from obstacles and threats. Active use:
§ Grant a swashbuckling Advantage
to any Agility or Brawn based test you have not yet
rolled.
v Brawn
Ø Brawl: Use to intimidate or
to have a good old time wrasslin’ a bear.
Active uses:
§ Disarm an opponent. This requires a d6 check. If their weapon is two handed, this check has
Disadvantage. If you fail, you still
complete the act, but take d3 damage.
§ Trip, push, or otherwise
manhandle an opponent. If they are
armed, this requires a d6 check. If you
fail, you still complete the act, but take d3 damage.
Ø Strong: Use to lift and
carry, open stuck doors, and hit things harder.
Passively adds its level to melee
damage and all Brawn based effort checks.
Active use:
§ Add a die to melee damage or
a Brawn based effort check, based on its current level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Throw: Use to throw missile
weapons, like spears, darts, and stones.
Also applies to tossing opponents out of the tavern window.
§ Add a die to thrown weapon
damage, based on its current level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
v Cunning
Ø Shoot: Shooting a bow or
crossbow, using a sling, or aiming spells.
Active use:
§ Ignore any distance and/or
low light penalties. If you are shooting
into total darkness at a target you have some means of knowing is there, you
can still try, but with disadvantage (2DIS if the target is far).
§ Add a die to your missile
damage, based on its current level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Heal: Non-magical
healing. A successful test while resting
can restore a single point to one attribute, or you may eliminate a
single poison. A Healer’s Kit will grant advantage on this test. Active uses:
§ Reduce subject’s Sweat to zero. Restore their Stamina
according to your Heal level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
§ Immediately awaken a person
who has passed out (this can’t be you). Their
Sweat is reduced to 1d3. Restore their Stamina according to your Heal
level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Craft: Create or repair
items. Requires appropriate tools and
materials, along with hours, days, or weeks of effort. Active use:
§ Quickly repair one point of
damage to any single item. If attempted
without basic tools (sometimes duct tape really is enough!), this use must pass
a Cunning test. If the test fails, the
item receives an additional point of damage instead.
Ø Brew: Brew beer and other
magic potions. Active use:
§ Drink part of a potion
without using it up. You gain the full
benefit of the potion, and it is still available for later use.
Ø Mana: Spells cannot be
cast without Mana. When a spell is
miscast, reduce your Mana by one. Active
uses:
§ Double the radius or
duration of any spell.
§ Force spell resistance
checks to be made with disadvantage.
§ Add a die to magical effort,
based on its current level.
1: d4 2: d6 3:
d8 4:
d10 5:
d12
v Deviousness
Ø Con: Talk people into
doing things that they probably shouldn’t.
The target being inebriated grants you advantage. Also used for making disguises. Active use:
§ Fake your way in an unknown
language for a brief, simple conversation with lots of arm gestures.
Ø Fiddle: Convince objects
that they’d prefer to be in a different shape, position, or place. Like how that purse should be in your hand
instead of the mark’s pouch. Also
remarkably handy for getting through locked doors and past traps. Active use:
§ Improvise a trick that will
delay or damage an opponent. The
delay or damage are determined by its level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Sneak: The ability to be and
act unnoticed. Handy for getting close
enough to that mark with the pouch full of fat purses, or sneaking past the
guards. Active use:
§ Add a die to your melee or
thrown weapon damage, based on its current level:
1: d4 2: d6 3:
d8 4:
d10 5:
d12
Ø Notice: Pay attention, especially
to your sixth (danger) sense. Active
use:
§ Grant advantage to any Deviousness
based test or check not yet rolled.
v Endurance
Ø Grit: Work through the
pain and nausea. This Boost adds to Stamina.
Active uses:
§ Restore 1d3 Stamina and reduce
Sweat to zero.
Ø Luck: Sometimes it’s
better to be lucky than good. This Boost
adds to Stamina. Its generic active uses can be used to aid any
action your character makes. Active
uses:
§ Force an opponent to reroll any
test or check, keeping the worst result.
This includes damage rolls.
§ Subtract its value from the die
roll of a test your opponent has succeeded
at. This can help you win an opposed
test by having a higher final result than your opponent.
§ Cause an opponent to “accidentally”
make a melee attack against one of his allies instead of against you or your
allies. This requires a d6 check. If it fails, the target takes no action.
§ Allow an ally to make any
test or check not yet rolled with advantage.
§ Make any test or check (not
yet rolled) of your own with double advantage.
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