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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 depending on who is acting in the fiction. If a character has an overwhelming advantage, they can roll 2d20 and take the better. Likewise, 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.

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.

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 Scorch are more reliable, but are easier for targets to take half damage from than spells that use a magic attack roll like Caustic Bullet.

The only OPPOSED check I've put into the spells is for 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