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Last Activity: 23rd November 2009 05:10 AM
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Attacks ROlls
An attack Roll determines whether or not you hit an opponent in combat with either a mundane or supernatural attack. An Attack Roll is a 1d20 +Key Ability + Combat Bonus or Supernatural Bonus + Level. The difficulty is one of your target’s four defense scores, which measure you target’s ability to avoid attacks. If you meet or exceed this difficulty, your attack hits. A roll of 20 on the die, called a natural 20, always hits and maybe a critical hit, called a crit. A roll of 1 on the die, called a fumble, always misses.
Attack Rolls = 1d20 + Key Ability + Combat Bonus or Supernatural Bonus + Level
An attack Roll determines whether or not you hit an opponent in combat with either a mundane or supernatural attack. An Attack Roll is a 1d20 +Key Ability + Combat Bonus or Supernatural Bonus + Level. The difficulty is one of your target’s four defense scores, which measure you target’s ability to avoid attacks. If you meet or exceed this difficulty, your attack hits. A roll of 20 on the die, called a natural 20, always hits and maybe a critical hit, called a crit. A roll of 1 on the die, called a fumble, always misses.
Attack Rolls = 1d20 + Key Ability + Combat Bonus or Supernatural Bonus + Level
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Skill Checks
A skill check determines whether or not you can accomplish a task based on your character’s skills. A skill check is a 1d20 roll + Key Ability + Level against a DC or opposed check. Sometimes your result can vary depending on how much you exceed or fail your check by. For example; if you fail an athletics check while climbing, you make no progress. If you fail by 5 or more, you fall.
Characters gain a +5 bonus to all skill checks in which they are trained. Furthermore an Expert Hero can gain training in additional skills and increase this bonus (Though feats and conviction) up to +15!
Skill Checks = 1d20 + Key ability + Level + 5 (Skill Training) +5 (Skill Focus) +5 (Expertise)
A skill check determines whether or not you can accomplish a task based on your character’s skills. A skill check is a 1d20 roll + Key Ability + Level against a DC or opposed check. Sometimes your result can vary depending on how much you exceed or fail your check by. For example; if you fail an athletics check while climbing, you make no progress. If you fail by 5 or more, you fall.
Characters gain a +5 bonus to all skill checks in which they are trained. Furthermore an Expert Hero can gain training in additional skills and increase this bonus (Though feats and conviction) up to +15!
Skill Checks = 1d20 + Key ability + Level + 5 (Skill Training) +5 (Skill Focus) +5 (Expertise)
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Ok, thought I would go over the changes to True20 I was doing.
1. Project is now called Love20 (Love Adventure, Love Excitement, Love 20)
2. Attacks are now 1d20 + Key Ability + Combat or Supernatural bonus + level.
3. Saves have been changed to defenses.
4. Added Minor Actions (SWSE Style)
5. Skills are now more like 4e but with a few tweaks to bring them in line with attack bonuses, and a few tweaks to keep experts competitive.
I will start posting the actual rules once things are a bit more presentable.
1. Project is now called Love20 (Love Adventure, Love Excitement, Love 20)
2. Attacks are now 1d20 + Key Ability + Combat or Supernatural bonus + level.
3. Saves have been changed to defenses.
4. Added Minor Actions (SWSE Style)
5. Skills are now more like 4e but with a few tweaks to bring them in line with attack bonuses, and a few tweaks to keep experts competitive.
I will start posting the actual rules once things are a bit more presentable.
Posted in Uncategorized
My current RPG projects are:
True 20: Trying to fix a bunch of stuff to use in a living world RPG.
FATE: Working on a fate fix to use for SF games,inspired by the Starblazer add you probably see in the add bar now.
True 20: Trying to fix a bunch of stuff to use in a living world RPG.
FATE: Working on a fate fix to use for SF games,inspired by the Starblazer add you probably see in the add bar now.
















