Post by apn on May 6, 2013 13:33:40 GMT -5
1) MARO as well as TARO. Triples add and roll over, so do multiples of four dice or more (the MARO part). MARO could replace TARO completely, so if you roll three or more of the same die, roll that many dice again and add to your total.
2) Saving rolls target numbers are defined by rolling 3D6 + 1D6 per level of saving roll, again, MARO applies. What you thought might be a cinch could actually turn out to be an embarrassing disaster!
3) Stats are changed. Strength, Agility, Endurance, Intelligence, Perception, Will.
4) Humans rolls 3D6 for each stat, bonus as usual +1 per point over 12, -1 per point under 9. Dwarves roll 3D6 for all stats but roll Strength twice (and take the higher roll) and Endurance three times (taking the highest roll). Elves roll Agility, Intelligence, Perception and Will twice, taking the higher roll. Strength and Endurance are rolled once on 3D6. Halflings roll Agility three times, Endurance and Perception twice (use highest rolls). All other stats rolled on 3D6. TARO applies when rolling stats.
5) Melee combat adds come from ALL statistics. Missile combat adds come from Perception and Agility.
6) Characters have 3D6 Health points (Dwarves roll twice, take highest) plus Endurance modifier. Magic points are rolled with 3D6 (humans) 5D6 (Elves, pick best three dice and drop the other two), 5D6 (Dwarves and Halflings - pick the worst three dice and avoid MARO if at all possible).
7) Characters start with the following luck: Humans rolls 1D6 three times, take the highest roll for luck. Elves roll 1D6 twice, take the highest roll. Dwarves roll 1D6. Halflings roll 2D6 for luck.
8) Task checks are always made by rolling 3D6 (MARO applies). Roll extra D6s for Skill levels where applicable, and spending luck points with an extra D6 per luck point spent. Choose the best three dice to use, discard the rest and add the relevant statistic. Target number is 3D6 + 1D6 per level of difficulty. The player can elect to increase the difficulty (hear me out, all revealed later) by one or more D6 of their choice by adding a description of additional obstacles/danger.
Example:
Krenn the killer leaps across a gaping gorge. This is an Agility check (Krenn has 14) and his player spends two luck points. Krenn also has Athleticism (level 2) which gives an extra couple of dice to roll. He rolls 7D6, picks the best three and gets TARO. After the subsequent roll his total is 36!
The GM rules the difficulty is level 2, so 5D6 will be rolled for the target number. Krenns player feels lucky! He states that the ground underfoot is gravel and hard to grip onto (+1D6) and that the orcs behind him are catching up! (+1D6). 7D6 is now the target number!
(Dice from invisible castle) 7d6 → [3,1,2,4,5,4,2] = (21)
No MARO (three or more dice required), and Krenn easily overcomes the difficulty!
9) Experience (Adventure?) points are awarded by exceeding the target number, but you learn more by scraping by rather than easily accomplishing a task! Calculate experience by: Target Number LESS the amount the character exceeded target number by. Dangerous tasks are x3. Deadly tasks are x5.
In the example above Krenn easily leapt the gap. He exceeded the target number (21) by 15 points, so earned only 6 experience! However the gorge was deep, and failure would have meant certain death! This multiplies the experience earned by x5. Krenn earned 30 points for leaping the gap!
10) Weapons do not add dice to your attack. There is a bonus from the weapon. The difference between your attack roll and the targets is applied as damage, plus 1 point per point of difference from your weapon. A normal sword is +8. The maximum it can add to your attack is +8 damage.
Example:Having leapt the gap Krenn comes across an Orc! The creature attacks and gets a total of 28. Krenns total is 34! He's using a sword, so the damage is 6 points plus 6 from the sword for a total of 12 damage. Were Krenn to use a dagger (+4) he would inflict the weapons maximum damage, and in fact score more damage from using it more accurately.
11) Armour is rated in dice. A shield is 1 die, as is leather armour. Chainmail is 2D6, Plate mail is 3D6. Luck dice can also add to your armour roll, 1D6 per luck point (which is their most powerful use, meant for emulating Barbarian types in loin cloths and the Inigo Montoya "you keeeled my father! Prepare to Die!!!" types who shun armour)
Roll your armour dice. The target is the amount of damage you have taken. If you exceed the damage, the difference in the scores (your armour roll less damage) is the amount to reduce damage by.
Example:
Ferrelby Fortesque, dashing rogue and incorrigible ladies man, is chased by a town guard! The cad jabs his pole arm at Ferrelby, who cries out and tries to dodge aside!
He takes 12 points of damage from the hit so the player spends five luck points (it's his favourite shirt and he doesn't want it ruined) for 5D6 armour. His roll is 21. 21-12=9. Ferrelby reduces the 12 points of damage down to 3! He takes a gash in the shoulder, hears the tear of his silk shirt, and groans. At least it was only a nick, and not the head shearing blow it could have been
12) Going up levels gives you the chance to improve your stats. You get a number of stat rolls equal to the new level, so level 2 is two rolls, level 5 is five rolls and so on.
Use the rolls to roll your stats or health again (MARO applies). If you roll once for that stat, you get to keep the higher value (existing stat or whatever you roll)
If you roll more than once (multiple rolls of 3D6 OR by combining 3D6 per extra attempt and choosing the best three dice to use, discarding the rest) you MUST keep the last roll you make. Thus, the chances of increasing your stat are higher, but the price for failure might be huge!
Example:
Jundo the Rogue gets to 2nd level. He has two stat rolls. He can choose to make a single roll against two separate stats or make two rolls against the same stat, keeping the last roll he makes. Finally he can combine them into 6D6 and keep the best three dice, discarding the rest. He does this last option, and hopes to improve his Agility of 14.
(from invisible castle) 6d6 → [1,6,3,3,1,3] = (17) Taking the best three dice, that's 9 (MARO) and the follow up roll is 3d6 → [3,5,6] = (14). A total of 23 means Jundo saw his Agility jump up by 9 points this level! Had he NOT rolled MARO (say one of the 3s was a 2) he would have lost 2 points of Agility!
13) Magic is a task check. The target number is 3D6 + level of the spell + extra D6 from increased range, effect or duration at the casters option. Use Will to cast spells with, and Magic points to buy extra dice in the same way luck is used (roll extra dice, pick three and discard the rest). Intelligence is used to learn the spell in the first place.
This comes from my on/off Shameless Ripoff Homebrew marriage of T&T and D&D Basic. More later - duty (kids) call
2) Saving rolls target numbers are defined by rolling 3D6 + 1D6 per level of saving roll, again, MARO applies. What you thought might be a cinch could actually turn out to be an embarrassing disaster!
3) Stats are changed. Strength, Agility, Endurance, Intelligence, Perception, Will.
4) Humans rolls 3D6 for each stat, bonus as usual +1 per point over 12, -1 per point under 9. Dwarves roll 3D6 for all stats but roll Strength twice (and take the higher roll) and Endurance three times (taking the highest roll). Elves roll Agility, Intelligence, Perception and Will twice, taking the higher roll. Strength and Endurance are rolled once on 3D6. Halflings roll Agility three times, Endurance and Perception twice (use highest rolls). All other stats rolled on 3D6. TARO applies when rolling stats.
5) Melee combat adds come from ALL statistics. Missile combat adds come from Perception and Agility.
6) Characters have 3D6 Health points (Dwarves roll twice, take highest) plus Endurance modifier. Magic points are rolled with 3D6 (humans) 5D6 (Elves, pick best three dice and drop the other two), 5D6 (Dwarves and Halflings - pick the worst three dice and avoid MARO if at all possible).
7) Characters start with the following luck: Humans rolls 1D6 three times, take the highest roll for luck. Elves roll 1D6 twice, take the highest roll. Dwarves roll 1D6. Halflings roll 2D6 for luck.
8) Task checks are always made by rolling 3D6 (MARO applies). Roll extra D6s for Skill levels where applicable, and spending luck points with an extra D6 per luck point spent. Choose the best three dice to use, discard the rest and add the relevant statistic. Target number is 3D6 + 1D6 per level of difficulty. The player can elect to increase the difficulty (hear me out, all revealed later) by one or more D6 of their choice by adding a description of additional obstacles/danger.
Example:
Krenn the killer leaps across a gaping gorge. This is an Agility check (Krenn has 14) and his player spends two luck points. Krenn also has Athleticism (level 2) which gives an extra couple of dice to roll. He rolls 7D6, picks the best three and gets TARO. After the subsequent roll his total is 36!
The GM rules the difficulty is level 2, so 5D6 will be rolled for the target number. Krenns player feels lucky! He states that the ground underfoot is gravel and hard to grip onto (+1D6) and that the orcs behind him are catching up! (+1D6). 7D6 is now the target number!
(Dice from invisible castle) 7d6 → [3,1,2,4,5,4,2] = (21)
No MARO (three or more dice required), and Krenn easily overcomes the difficulty!
9) Experience (Adventure?) points are awarded by exceeding the target number, but you learn more by scraping by rather than easily accomplishing a task! Calculate experience by: Target Number LESS the amount the character exceeded target number by. Dangerous tasks are x3. Deadly tasks are x5.
In the example above Krenn easily leapt the gap. He exceeded the target number (21) by 15 points, so earned only 6 experience! However the gorge was deep, and failure would have meant certain death! This multiplies the experience earned by x5. Krenn earned 30 points for leaping the gap!
10) Weapons do not add dice to your attack. There is a bonus from the weapon. The difference between your attack roll and the targets is applied as damage, plus 1 point per point of difference from your weapon. A normal sword is +8. The maximum it can add to your attack is +8 damage.
Example:Having leapt the gap Krenn comes across an Orc! The creature attacks and gets a total of 28. Krenns total is 34! He's using a sword, so the damage is 6 points plus 6 from the sword for a total of 12 damage. Were Krenn to use a dagger (+4) he would inflict the weapons maximum damage, and in fact score more damage from using it more accurately.
11) Armour is rated in dice. A shield is 1 die, as is leather armour. Chainmail is 2D6, Plate mail is 3D6. Luck dice can also add to your armour roll, 1D6 per luck point (which is their most powerful use, meant for emulating Barbarian types in loin cloths and the Inigo Montoya "you keeeled my father! Prepare to Die!!!" types who shun armour)
Roll your armour dice. The target is the amount of damage you have taken. If you exceed the damage, the difference in the scores (your armour roll less damage) is the amount to reduce damage by.
Example:
Ferrelby Fortesque, dashing rogue and incorrigible ladies man, is chased by a town guard! The cad jabs his pole arm at Ferrelby, who cries out and tries to dodge aside!
He takes 12 points of damage from the hit so the player spends five luck points (it's his favourite shirt and he doesn't want it ruined) for 5D6 armour. His roll is 21. 21-12=9. Ferrelby reduces the 12 points of damage down to 3! He takes a gash in the shoulder, hears the tear of his silk shirt, and groans. At least it was only a nick, and not the head shearing blow it could have been
12) Going up levels gives you the chance to improve your stats. You get a number of stat rolls equal to the new level, so level 2 is two rolls, level 5 is five rolls and so on.
Use the rolls to roll your stats or health again (MARO applies). If you roll once for that stat, you get to keep the higher value (existing stat or whatever you roll)
If you roll more than once (multiple rolls of 3D6 OR by combining 3D6 per extra attempt and choosing the best three dice to use, discarding the rest) you MUST keep the last roll you make. Thus, the chances of increasing your stat are higher, but the price for failure might be huge!
Example:
Jundo the Rogue gets to 2nd level. He has two stat rolls. He can choose to make a single roll against two separate stats or make two rolls against the same stat, keeping the last roll he makes. Finally he can combine them into 6D6 and keep the best three dice, discarding the rest. He does this last option, and hopes to improve his Agility of 14.
(from invisible castle) 6d6 → [1,6,3,3,1,3] = (17) Taking the best three dice, that's 9 (MARO) and the follow up roll is 3d6 → [3,5,6] = (14). A total of 23 means Jundo saw his Agility jump up by 9 points this level! Had he NOT rolled MARO (say one of the 3s was a 2) he would have lost 2 points of Agility!
13) Magic is a task check. The target number is 3D6 + level of the spell + extra D6 from increased range, effect or duration at the casters option. Use Will to cast spells with, and Magic points to buy extra dice in the same way luck is used (roll extra dice, pick three and discard the rest). Intelligence is used to learn the spell in the first place.
This comes from my on/off Shameless Ripoff Homebrew marriage of T&T and D&D Basic. More later - duty (kids) call