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core_mechanic [2020/01/14 13:40] – [DESIGN NOTES] andrewcore_mechanic [2020/03/06 14:51] (current) – [DCs] andrew
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 they can roll 2d20 and take the better. Likewise, disadvantage forces them to roll 2d20 they can roll 2d20 and take the better. Likewise, disadvantage forces them to roll 2d20
 and take the lesser. and take the lesser.
 +
 +{{ :polyhedron.png?direct&200|}}
  
 ===== Let it Ride ===== ===== Let it Ride =====
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 ===== DCs ===== ===== DCs =====
  
-The DC is determined by the GM and based +The DC is determined by the GM and based on the difficulty of the action; it can either be static (based on an obstacle) or opposed (like rolling against another character). You succeed if you meet or exceed the DC. The default DC is 11, and any check that doesn't specify always uses that number. However, the GM may set that target to be anywhere between 5 and 20. The GM may also rule that a task is impossible or so simple that it doesn’t require a check.
-on the difficulty of the action; it can either +
-be static (based on an obstacle) or opposed +
-(like rolling against another character). +
-You succeed if you meet or exceed the DC. +
-The default DC is 11, but may range between +
-5 and 20. The GM can state if a task is +
-impossible or doesn’t require a check.+
  
 +===== Criticals =====
 +
 +Any roll of a 20 on a D20 is considered to be a critical success, automatically succeeding. Any roll of a 1 on a D20 is considered to be a critical failure, automatically failing. These special rolls are particularly important because of their effect on the [[durability]] of PC's armor and weapons. 
 ===== Check Modifiers ===== ===== Check Modifiers =====
  
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 =====Magic Attack Roll===== =====Magic Attack Roll=====
-Magical attack rolls are rolled by a spell-casting character on 1d20, adding his Intelligence Modifier (Scholars) or Wisdoms Modifier (Zealots) plus his proficiency bonus.  The result must exceed the defender's defense.  Monsters calculate the defense by adding either their Weak, Normal or Strong modifier (depending on the monster type) to a base of 10.   On monster stats in this wiki, that defense rating is called "Resistance" and applies to all spells or spell-like attacks, regardless of type.  For Spell Attack rolls made against a PC or Henchman, or NPC with full class Stats, the defense against a spell attack is calculated as 10 plus one Ability Score Modifier chosen by the DM based on the nature of spell (usually either DEX or WIS, but sometimes others) plus his proficiency bonus if the PC or henchman's class is proficient using that particular ability. +Magical attack rolls are rolled by a spell-casting character on 1D20, adding his Intelligence modifier (Scholars) or Wisdom modifier (Zealots) plus his proficiency bonus.  The result must exceed the defender's defense.  Monsters calculate the defense by adding either their Weak, Normal or Strong modifier (depending on the monster type) to a base of 10.  On monster stats in this wiki, that defense rating is called "Resistance" and applies to all spells or spell-like attacks, regardless of type.  For spell attack rolls made against a PC or [[hench|henchman]], or NPC with full PC class stats, the defense against a spell attack is calculated as 10 plus one ability score modifier chosen by the DM based on the nature of spell (usually either DEX or WIS, but sometimes others) plus his proficiency bonus if the PC or henchman's class is proficient using that particular ability.
- +
- +
-====== DESIGN NOTES ====== +
- +
-Here's a question.   When a monster effect, magic item or spell calls for a Saving Throw check, is that always against the default 11?  Or is it against the attack roll?   For spells, Magic Attacks replace almost all saves, but that's not the case for monster special abilities and we've been vague on magic items. +
- +
-//I've been going under the assumption that it is the default 11 for the spells I've written. That's why spells like [[spell_descriptions#scorch|Scorch]] are more reliable, but are easier for targets to take half damage from than spells that use a magic attack roll like [[spell_descriptions#caustic_bullet|Caustic Bullet]]. // +
- +
-//The only OPPOSED check I've put into the spells is for [[[[spell_descriptions#counterspell|Counterspell]] where the spell check rolled by the spellcaster must BEAT the spell check of the counterspell. //+
  
-//I've also removed the term "saving throw" as much as I can and just used CON check or WIS check or whatever the particular check is against.  Do you think we should change that? --AHS// 
  
core_mechanic.1579009240.txt.gz · Last modified: 2020/01/14 13:40 by andrew