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core_mechanic

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Core Mechanic

While similar to 5e's core mechanic, this game simplifies checks significantly. Any time a character attempts a risky action that has a chance of failure, the player rolls a check. Roll 1d20 + modifier and compare against the action’s Difficulty Class (DC).

Either the GM or player of a PC roll checks depend- ing on who is acting in the fiction. If a character has an overwhelming advantage, they can roll 2d20 and take the better. Like- wise, disadvantage forces them to roll 2d20 and take the lesser.

Let it Ride

Following a check, only a single roll is permitted until circumstances significantly change.

DCs

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, but may range between 5 and 20. The GM can state if a task is impossible or doesn’t require a check.

Check Modifiers

Each check can have modifiers which add or subtract a number to the base 1d20 roll (listed as 1d20 + N). PC checks have ability and proficiency modifiers, which represent their capability. Whenever a PC is proficient, they add their proficiency bonus to checks. Each modifier source is added once per roll.

Saves

Any time a saving throw is required (traps, spell effects, environmental threats) treat it as a check with the appropriate modifiers. Some circumstances can cause a check to be rolled at advantage or disadvantage. Many spell effects don't have a save, but rather require a successful magical attack against the target.

core_mechanic.1577479905.txt.gz · Last modified: 2019/12/27 20:51 by andrew