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The Fantasy Tales RPG project - feedback wanted
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<blockquote data-quote="mkill" data-source="post: 5643588" data-attributes="member: 55985"><p><span style="font-family: 'Times New Roman'">Hello everyone,</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">I think every gamer has the crazy idea of writing his own RPG at some point. Old friends of mine really pulled it off, printed and published it and even sold over 2000 copies. What I'm trying here is far more low-key. If I get to the point that I have a complete system for home use and conventions I'm very happy.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">First things first - I've just started, and many parts are unwritten. However, if there is no feedback, it's hard to know what it missing, so I hope I can drive this forward as the thread progresses.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span> <span style="font-family: 'Times New Roman'"><span style="font-size: 18px">Introduction</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Why Fantasy Tales? Who is it for?</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'">Fantasy Tales is an RPG for gamers who like classic fantasy, and want a fast, leight-weight and flexible system for their sessions.</span></p><p><span style="font-family: 'Times New Roman'"> I have been playing Fantasy RPGs for a long time. As I get older, I have less and less time to invest in learning and remembering a complex rules system. As an experienced gamer, I have a good feeling of what works and what doesn't.</span></p><p><span style="font-family: 'Times New Roman'"> As a Game Master, I like to improvise. I need a rules set that gives me freedom to create the world as I envision it, and a flexible but durable tool to judge the player actions.</span></p><p><span style="font-family: 'Times New Roman'"></span> <span style="font-family: 'Times New Roman'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 15px">Game rules - The Abridged Version</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Character creation</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Before you read this, have a look at the sample characters - I will explain the elements piece by piece.</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><a href="http://dl.dropbox.com/u/26790776/fantasy%20tales%20blank%20character%20sheet.pdf" target="_blank">Fantasy Tales Blank Character Sheet (280 kB)</a></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><a href="http://dl.dropbox.com/u/26790776/fantasy%20tales%20sample%20character%20sheets.pdf" target="_blank">Fantasy Tales Sample Characters and Character Sheet (Warning: 15 MB)</a></span></p><p><span style="font-family: 'Times New Roman'"><a href="http://dl.dropbox.com/u/26790776/fantasy%20tales%20sample%20character%20sheets.pdf" target="_blank"></a></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'">(I tried to give credits for the artwork used. If I ever make money on this, I'm happy to pay artists)</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">A quick look at any of the sample characters reveals that characters in Fantasy Tales have only a short list of statistics: the level, three attributes, five abilities, one weakness, a combat role, three attacks, one defense and hit points.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> Attributes, abilities, Weakness, Attacks and Defense are measured by assigning a type of die. The higher the die, the better.</span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Attributes</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Choose the characters three highest attributes among Strength, Dexterity, Consitution, Intelligence, Perception, Willpower, Courage, Wisdom and Charisma and assign a d12, a d10 and a d8. All other attributes are considered to be d6.</span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Abilities</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'">This is a catch-all section that covers a characters non-combat abilities.</span></p><p><span style="font-family: 'Times New Roman'"> These include internal abilities such as learned skills, supernatural abilities, magical powers, as well as external factors such as allies, resources, items, reputation, pets and mounts.</span></p><p><span style="font-family: 'Times New Roman'"> Fantasy Tales encourages players and GMs to be creative. Come up with whatever fits the character. Guidelines and sample abilities are featured in the abilities chapter.</span><span style="font-family: 'Times New Roman'"><span style="color: Gray"> (still being written)</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> Once you have chosen five abilities, assign one d12, two d10, and two d8.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Weakness</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'">Perfect characters don't make for an interesting story, so Fantasy Tales encourages players to come up with a character's defining weakness.</span></p><p><span style="font-family: 'Times New Roman'"> The weakness is assigned a d4.</span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Ability checks</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'">Ability checks in Fantasy tales are handled by rolling two dice against a difficulty set by the GM. The default roll for checks is 2d6. If the character has an attribute or an ability that can be applied to the task, he can replace one of the d6 with the die assigned to the ability. Up to two attributes or two abilities, or one each, can be applied to the roll. The GM is the final arbiter of which ability or attribute can be used.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">If the GM determines that the PC's weakness applies to the check, one die is set as d4, and the PC can only use one other attribute or ability.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>For example, a character is trying to steal an apple from a market stall could use his dexterity attribute for quick reaction, perception to tell the right moment, or thievery, pick pocket or sleight of hand to show experience in the task. He could use charisma, bluff or even seduction to distract the merchant for a second. He could also use a pet like a trained monkey, illusion magic or telekinesis.</em></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>However, a character with the weakness "righteousness" or "law-abiding" would have second thoughts about stealing the apple, and one die would be set as d4.</em></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'">In this example, the difficulty of the task is the Perception stat of the Merchant. Usually, NPCs use fixed values rather than dice.</span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Attacks</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'">Unlike ability checks, attacks are only rolled with one die, which, depending on the attack, either a d20 or a d12.</span></p><p><span style="font-family: 'Times New Roman'"> The attack roll is compared to the opponent's defense rating. The attack roll minus the opponent's defense is the damage dealt by the attack, which is substracted from the hit point total. </span></p><p><span style="font-family: 'Times New Roman'"> At character creation, PCs have three attacks: one with a d20 attack roll, and two with a d12 attack roll. The d20 attack is a straightforward attack that deals damage, without other effects. The D12 attack has a secondary effect if it hits, such as throwing the enemy, rendering him unable to attack for a turn, giving the next ally to attack the target a bonus, and so on. More in the chapter Combat.</span><span style="font-family: 'Times New Roman'"><span style="color: Gray"> (still being written)</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Defense</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Similar to attacks, characters are assumed to use their best abilities and equipment to defend themselves from attacks. Therefore, each character has a standard defense roll, which is a d12. Defenders (see combat roles below) roll a d20 instead.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Note that monsters usually have fixed attack and defense values, while PCs roll for both attack and defense. If a PC's defense roll is equal to or higher than the </span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Hit Points</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Each PC has three tiers of hit points: Light damage, Heavy damage, and deadly damage. Light damage represents mostly combat fatigue, small scratches and bruises. Heavy damage represents open wounds and concussions. Deadly damage represents broken bones, organ damage and other serious injuries.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Each tier has a number of hit points equal to the character's constitution rating. If PCs take damage, they substract the damage from their hit points in order of the tiers: First light damage, then heavy damage, and deadly damage last.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">A character that has taken deadly damage cannot fight at full potential: His d20 attacks are reduced to d12, his d12 attacks are reduced to d8, and all other checks are reduced from two dice to one die. PCs who fall below zero on deadly damage are dead.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Healing</strong></span></p><p><span style="font-family: 'Times New Roman'">The damage types heal at different speeds: </span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Healing without medical help</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">* Light damage heals completely on a short rest of five minutes (regardless of other wounds)</span></p><p><span style="font-family: 'Times New Roman'">* Heavy damage heals after a rest of one hour, equal to the result of a constitution check.</span></p><p><span style="font-family: 'Times New Roman'">* Deadly damage heals very slowly, at a rate of one point per day. </span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Healing with medical help</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">To heal a PC, the medic makes a roll using the wounded PC's Constitution and his own healing ability. Characters with the healer role can use d12 for this check regardless of abilities.</span></p><p><span style="font-family: 'Times New Roman'">The difficulty for the check is the hit points lost of the current wound tier (heavy or deadly). For every point rolled above the difficulty, the PC is healed one hit point. On a failed roll, the PC takes one point of damage.</span></p><p><span style="font-family: 'Times New Roman'">For a PC with heavy wounds, tending the wounds takes 5 minutes, and can be done once per hour.</span></p><p><span style="font-family: 'Times New Roman'">For a PC with deadly wounds, tending the wounds takes an hour, and can be done once per day.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Combat Role</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> To encourage teamwork, each character in Fantasy Tales is assigned one of five combat roles. </span><span style="font-family: 'Times New Roman'"><span style="color: Gray">(This concept is similar to the D&D 4th edition roles.)</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><em>Strikers</em></span> <span style="font-family: 'Times New Roman'"> gain a d6 at the start of each turn to add to an attack roll.</span></p><p><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>Defenders</em></span> <span style="font-family: 'Times New Roman'"> roll d20 instead of d12 on defense.</span></p><p><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>Leaders</em></span> <span style="font-family: 'Times New Roman'"> gain a d6 at the start of each turn, which they can give an ally to boost a roll.</span></p><p><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>Controllers</em></span> <span style="font-family: 'Times New Roman'"> get an extra secondary effect on each attack.</span></p><p><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>Healers</em></span> <span style="font-family: 'Times New Roman'"> gain a d6 at the start of each turn, which they can use to heal themselves or an ally.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Strikers, Leaders and Healers can store these bonus d6 if they participated in combat for the turn but have not used the die. Up to two dice can be stored, and used at once with the die gained in the third round for a total bonus of 3d6. Stored bonus dice are lost at the end of the encounter. </span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Combat rounds and Initiative</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Combat is staged in rounds. In each turn, first all monsters act, then all PCs.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Before the first turn, all PCs involved in the combat roll initiative. This roll is compared to the single initiative value of the monster side, which is usually the perception rating of the leader. The default value is 7. PCs who match or beat the monster initiative act in a surprise round, before the monsters.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">As with any ability check, initiative uses two attributes or abilities. The attributes Dexterity and Perception are eligible for initiative. For abilities, skills like Alertness, and supernatural / magical abilities like Precognition or Divination can be used for initiative.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">If the PCs manage to ambush or suprise the monsters, no initiative is rolled, and all PCs act in the surprise round. If the monsters ambush the PCs, there is no surprise round.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Player characters are not passive during the monster turn.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">* They make defense rolls against the monster attacks (most monsters have fixed attack stats)</span></p><p><span style="font-family: 'Times New Roman'">* Leaders can grant their bonus d6 to defense rolls of their allies</span></p><p><span style="font-family: 'Times New Roman'">* Some PCs have immediate attacks (usually d12 attacks) that they can use in reaction to monster actions.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Level</strong></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'">The level is a relative measure of the PCs power. If a monster is of lower level than the party, it suffers a -1 level penalty to all stats. If it is higher than the party, it receives a +1 bonus to all stats. The level does not affect rolls on the PC side.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Level up</strong></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: Gray">(add XP system here)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: Gray"></span></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span> <span style="font-family: 'Times New Roman'"><span style="font-size: 15px">NPCs</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Named NPCs are created like PCs. Unlike monsters, the GM rolls dice for them.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span> <span style="font-family: 'Times New Roman'"><span style="font-size: 15px">Monsters</span></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>The one-stat monster</strong></span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">One-stat monsters are simple cannonfodder enemies like zombies, giant rats or orc grunts. They use one stat for everything: attacks, defenses, hit points, perception, skills and so on. They only have one hit point tier. If they fall below zero hit points, they are dead.</span> <span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span> <span style="font-family: 'Times New Roman'"><span style="color: Gray"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: Gray">... to be continued ...</span></span></p></blockquote><p></p>
[QUOTE="mkill, post: 5643588, member: 55985"] [FONT=Times New Roman]Hello everyone, I think every gamer has the crazy idea of writing his own RPG at some point. Old friends of mine really pulled it off, printed and published it and even sold over 2000 copies. What I'm trying here is far more low-key. If I get to the point that I have a complete system for home use and conventions I'm very happy.[/FONT] [FONT=Times New Roman] First things first - I've just started, and many parts are unwritten. However, if there is no feedback, it's hard to know what it missing, so I hope I can drive this forward as the thread progresses.[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman][SIZE=5]Introduction[/SIZE][/FONT][FONT=Times New Roman] [B] Why Fantasy Tales? Who is it for?[/B][/FONT] [FONT=Times New Roman] Fantasy Tales is an RPG for gamers who like classic fantasy, and want a fast, leight-weight and flexible system for their sessions. I have been playing Fantasy RPGs for a long time. As I get older, I have less and less time to invest in learning and remembering a complex rules system. As an experienced gamer, I have a good feeling of what works and what doesn't. As a Game Master, I like to improvise. I need a rules set that gives me freedom to create the world as I envision it, and a flexible but durable tool to judge the player actions. [/FONT] [FONT=Times New Roman][SIZE=4] Game rules - The Abridged Version[/SIZE][/FONT][FONT=Times New Roman] [B] Character creation[/B][/FONT] [FONT=Times New Roman] Before you read this, have a look at the sample characters - I will explain the elements piece by piece. [/FONT][FONT=Times New Roman] [URL="http://dl.dropbox.com/u/26790776/fantasy%20tales%20blank%20character%20sheet.pdf"]Fantasy Tales Blank Character Sheet (280 kB)[/URL] [URL="http://dl.dropbox.com/u/26790776/fantasy%20tales%20sample%20character%20sheets.pdf"]Fantasy Tales Sample Characters and Character Sheet (Warning: 15 MB) [/URL] [/FONT][FONT=Times New Roman](I tried to give credits for the artwork used. If I ever make money on this, I'm happy to pay artists)[/FONT] [FONT=Times New Roman] [/FONT][FONT=Times New Roman] A quick look at any of the sample characters reveals that characters in Fantasy Tales have only a short list of statistics: the level, three attributes, five abilities, one weakness, a combat role, three attacks, one defense and hit points.[/FONT] [FONT=Times New Roman] Attributes, abilities, Weakness, Attacks and Defense are measured by assigning a type of die. The higher the die, the better. [B] Attributes[/B][/FONT] [FONT=Times New Roman] Choose the characters three highest attributes among Strength, Dexterity, Consitution, Intelligence, Perception, Willpower, Courage, Wisdom and Charisma and assign a d12, a d10 and a d8. All other attributes are considered to be d6. [B] Abilities[/B][/FONT] [FONT=Times New Roman] This is a catch-all section that covers a characters non-combat abilities. These include internal abilities such as learned skills, supernatural abilities, magical powers, as well as external factors such as allies, resources, items, reputation, pets and mounts. Fantasy Tales encourages players and GMs to be creative. Come up with whatever fits the character. Guidelines and sample abilities are featured in the abilities chapter.[/FONT][FONT=Times New Roman][COLOR=Gray] (still being written)[/COLOR][/FONT][FONT=Times New Roman] Once you have chosen five abilities, assign one d12, two d10, and two d8.[/FONT] [FONT=Times New Roman] [B] Weakness[/B][/FONT] [FONT=Times New Roman] Perfect characters don't make for an interesting story, so Fantasy Tales encourages players to come up with a character's defining weakness. The weakness is assigned a d4. [B] Ability checks[/B][/FONT] [FONT=Times New Roman] Ability checks in Fantasy tales are handled by rolling two dice against a difficulty set by the GM. The default roll for checks is 2d6. If the character has an attribute or an ability that can be applied to the task, he can replace one of the d6 with the die assigned to the ability. Up to two attributes or two abilities, or one each, can be applied to the roll. The GM is the final arbiter of which ability or attribute can be used. If the GM determines that the PC's weakness applies to the check, one die is set as d4, and the PC can only use one other attribute or ability.[/FONT] [FONT=Times New Roman] [I] For example, a character is trying to steal an apple from a market stall could use his dexterity attribute for quick reaction, perception to tell the right moment, or thievery, pick pocket or sleight of hand to show experience in the task. He could use charisma, bluff or even seduction to distract the merchant for a second. He could also use a pet like a trained monkey, illusion magic or telekinesis.[/I][/FONT] [FONT=Times New Roman] [I] However, a character with the weakness "righteousness" or "law-abiding" would have second thoughts about stealing the apple, and one die would be set as d4.[/I][/FONT] [FONT=Times New Roman] In this example, the difficulty of the task is the Perception stat of the Merchant. Usually, NPCs use fixed values rather than dice. [B] Attacks[/B][/FONT] [FONT=Times New Roman] Unlike ability checks, attacks are only rolled with one die, which, depending on the attack, either a d20 or a d12. The attack roll is compared to the opponent's defense rating. The attack roll minus the opponent's defense is the damage dealt by the attack, which is substracted from the hit point total. At character creation, PCs have three attacks: one with a d20 attack roll, and two with a d12 attack roll. The d20 attack is a straightforward attack that deals damage, without other effects. The D12 attack has a secondary effect if it hits, such as throwing the enemy, rendering him unable to attack for a turn, giving the next ally to attack the target a bonus, and so on. More in the chapter Combat.[/FONT][FONT=Times New Roman][COLOR=Gray] (still being written)[/COLOR][/FONT][FONT=Times New Roman] [B] Defense[/B][/FONT] [FONT=Times New Roman] Similar to attacks, characters are assumed to use their best abilities and equipment to defend themselves from attacks. Therefore, each character has a standard defense roll, which is a d12. Defenders (see combat roles below) roll a d20 instead. Note that monsters usually have fixed attack and defense values, while PCs roll for both attack and defense. If a PC's defense roll is equal to or higher than the [/FONT] [FONT=Times New Roman] [B] Hit Points[/B][/FONT] [FONT=Times New Roman] Each PC has three tiers of hit points: Light damage, Heavy damage, and deadly damage. Light damage represents mostly combat fatigue, small scratches and bruises. Heavy damage represents open wounds and concussions. Deadly damage represents broken bones, organ damage and other serious injuries. Each tier has a number of hit points equal to the character's constitution rating. If PCs take damage, they substract the damage from their hit points in order of the tiers: First light damage, then heavy damage, and deadly damage last.[/FONT] [FONT=Times New Roman] A character that has taken deadly damage cannot fight at full potential: His d20 attacks are reduced to d12, his d12 attacks are reduced to d8, and all other checks are reduced from two dice to one die. PCs who fall below zero on deadly damage are dead.[/FONT] [FONT=Times New Roman] [B]Healing[/B] The damage types heal at different speeds: [/FONT] [FONT=Times New Roman] Healing without medical help[/FONT] [FONT=Times New Roman] * Light damage heals completely on a short rest of five minutes (regardless of other wounds) * Heavy damage heals after a rest of one hour, equal to the result of a constitution check. * Deadly damage heals very slowly, at a rate of one point per day. Healing with medical help[/FONT] [FONT=Times New Roman] To heal a PC, the medic makes a roll using the wounded PC's Constitution and his own healing ability. Characters with the healer role can use d12 for this check regardless of abilities. The difficulty for the check is the hit points lost of the current wound tier (heavy or deadly). For every point rolled above the difficulty, the PC is healed one hit point. On a failed roll, the PC takes one point of damage. For a PC with heavy wounds, tending the wounds takes 5 minutes, and can be done once per hour. For a PC with deadly wounds, tending the wounds takes an hour, and can be done once per day. [B]Combat Role[/B][/FONT] [FONT=Times New Roman] To encourage teamwork, each character in Fantasy Tales is assigned one of five combat roles. [/FONT][FONT=Times New Roman][COLOR=Gray](This concept is similar to the D&D 4th edition roles.)[/COLOR][/FONT][FONT=Times New Roman] [I]Strikers[/I][/FONT] [FONT=Times New Roman] gain a d6 at the start of each turn to add to an attack roll. [I] Defenders[/I][/FONT] [FONT=Times New Roman] roll d20 instead of d12 on defense. [I] Leaders[/I][/FONT] [FONT=Times New Roman] gain a d6 at the start of each turn, which they can give an ally to boost a roll. [I] Controllers[/I][/FONT] [FONT=Times New Roman] get an extra secondary effect on each attack. [I] Healers[/I][/FONT] [FONT=Times New Roman] gain a d6 at the start of each turn, which they can use to heal themselves or an ally. Strikers, Leaders and Healers can store these bonus d6 if they participated in combat for the turn but have not used the die. Up to two dice can be stored, and used at once with the die gained in the third round for a total bonus of 3d6. Stored bonus dice are lost at the end of the encounter. [B] Combat rounds and Initiative[/B][/FONT] [FONT=Times New Roman] Combat is staged in rounds. In each turn, first all monsters act, then all PCs.[/FONT] [FONT=Times New Roman] Before the first turn, all PCs involved in the combat roll initiative. This roll is compared to the single initiative value of the monster side, which is usually the perception rating of the leader. The default value is 7. PCs who match or beat the monster initiative act in a surprise round, before the monsters.[/FONT] [FONT=Times New Roman] As with any ability check, initiative uses two attributes or abilities. The attributes Dexterity and Perception are eligible for initiative. For abilities, skills like Alertness, and supernatural / magical abilities like Precognition or Divination can be used for initiative.[/FONT] [FONT=Times New Roman] If the PCs manage to ambush or suprise the monsters, no initiative is rolled, and all PCs act in the surprise round. If the monsters ambush the PCs, there is no surprise round.[/FONT] [FONT=Times New Roman] Player characters are not passive during the monster turn.[/FONT] [FONT=Times New Roman] * They make defense rolls against the monster attacks (most monsters have fixed attack stats) * Leaders can grant their bonus d6 to defense rolls of their allies * Some PCs have immediate attacks (usually d12 attacks) that they can use in reaction to monster actions. [B]Level [/B] The level is a relative measure of the PCs power. If a monster is of lower level than the party, it suffers a -1 level penalty to all stats. If it is higher than the party, it receives a +1 bonus to all stats. The level does not affect rolls on the PC side. [B]Level up[/B] [COLOR=Gray](add XP system here) [/COLOR] [/FONT] [FONT=Times New Roman][SIZE=4]NPCs[/SIZE][/FONT][FONT=Times New Roman] Named NPCs are created like PCs. Unlike monsters, the GM rolls dice for them.[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman][SIZE=4]Monsters[/SIZE][/FONT][FONT=Times New Roman] [B]The one-stat monster[/B][/FONT] [FONT=Times New Roman] One-stat monsters are simple cannonfodder enemies like zombies, giant rats or orc grunts. They use one stat for everything: attacks, defenses, hit points, perception, skills and so on. They only have one hit point tier. If they fall below zero hit points, they are dead.[/FONT] [FONT=Times New Roman] [/FONT] [FONT=Times New Roman][COLOR=Gray] ... to be continued ...[/COLOR][/FONT] [/QUOTE]
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