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<blockquote data-quote="Jdvn1" data-source="post: 2739472" data-attributes="member: 26424"><p><strong>World Tree RPG</strong></p><p></p><p>World Tree is really easy to learn if you know D&D. First of all, all the rolls are d20 + mod rolls, just like d20. Most rolls, though, are opposed rolls. So if I roll attack, you roll defense.</p><p></p><p>There aren't any crits, but weapons have extra damages. If I roll 10 above your defense, I deal extra damage once. If I roll 20 above your defense, I roll extra damage twice. For every 10 I roll above your defense, I get that many extra damages.</p><p></p><p>If I get to half my hit points, I'm less effective. It's called "Trouble 4." Trouble is whenever something causes you to be less effective. The number next to it is the number you subtract from all your rolls. So Trouble 4 means I get a -4 to all my rolls. Trouble can also pertain to certain actions and actions with certain parts of the body. If I get to a quarter of my hit points, I get Trouble 8. Trouble can be caused by other things, too.</p><p></p><p>Everything is a skill. With my character creation points, I can pour them all into fighting-type skills (one of which is Life Base, which partially determines hit points), or I can pour all of them into magic-type skills, or into sneak-around-type skills, or whatever. Skills cover just about everything.</p><p></p><p>Magic is the noun-verb setup, and each noun and verb is a skill. If I have a lot of ranks in "Fire" and "Create" then I can make big booms with a fireball-like attack. There are "spells" but you don't have to cast pre-made spells. There's also spontaneous magic, but all magic requires a series of rolls. Spontaneous magic is just harder to pull off.</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 2739472, member: 26424"] [b]World Tree RPG[/b] World Tree is really easy to learn if you know D&D. First of all, all the rolls are d20 + mod rolls, just like d20. Most rolls, though, are opposed rolls. So if I roll attack, you roll defense. There aren't any crits, but weapons have extra damages. If I roll 10 above your defense, I deal extra damage once. If I roll 20 above your defense, I roll extra damage twice. For every 10 I roll above your defense, I get that many extra damages. If I get to half my hit points, I'm less effective. It's called "Trouble 4." Trouble is whenever something causes you to be less effective. The number next to it is the number you subtract from all your rolls. So Trouble 4 means I get a -4 to all my rolls. Trouble can also pertain to certain actions and actions with certain parts of the body. If I get to a quarter of my hit points, I get Trouble 8. Trouble can be caused by other things, too. Everything is a skill. With my character creation points, I can pour them all into fighting-type skills (one of which is Life Base, which partially determines hit points), or I can pour all of them into magic-type skills, or into sneak-around-type skills, or whatever. Skills cover just about everything. Magic is the noun-verb setup, and each noun and verb is a skill. If I have a lot of ranks in "Fire" and "Create" then I can make big booms with a fireball-like attack. There are "spells" but you don't have to cast pre-made spells. There's also spontaneous magic, but all magic requires a series of rolls. Spontaneous magic is just harder to pull off. [/QUOTE]
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