AbdulAlhazred
Legend
Here's some more meaty crunch to chew on. Perhaps not as exciting, we're pretty solidly in d20 land here. Aside from variable levels of success that is...
Core Mechanic
HoML is based on one simple core rule system, the check. A check is a toss of one or two d20 which is made in order to determine the outcome of some kind of character action. The basic idea is a fairly simple and familiar roll high mechanic using a 20-sided die, somewhat similar to various other popular role-playing games.
Whenever the Game Master decides that a creature must overcome some sort of obstacle, defeat an opponent, or perform some action which is beyond the ordinary, a check will be called for. Note that if a character is simply doing something ordinary, under conditions where an ordinary person could predictably get good results, then no check is required. Checks resolve, or help to resolve conflict, they aren't intended as a mere randomization mechanism. When a check is made, something is at stake and the die will tell you what the results and consequences of the character's action are.
[TABLE="width: 100%"]
[TR]
[TD="width: 100%, bgcolor: #94476b, colspan: 2"]
[/TR]
[TR]
[TD="width: 50%"]Roll
[/TD]
[TD="width: 50%"]Result
[/TD]
[/TR]
[TR]
[TD="width: 50%"]5 more than DV or higher
[/TD]
[TD="width: 50%"]Complete Success
[/TD]
[/TR]
[TR]
[TD="width: 50%"]Equal to DV
[/TD]
[TD="width: 50%"]Success
[/TD]
[/TR]
[TR]
[TD="width: 50%"]Less than DV
[/TD]
[TD="width: 50%"]Failure
[/TD]
[/TR]
[TR]
[TD="width: 50%"]5 less than DV
[/TD]
[TD="width: 50%"]Critical Failure
[/TD]
[/TR]
[/TABLE]
In most cases some sort of modifiers will be applied to a check. These may be ability modifiers, level modifiers, proficiency modifiers, and/or permanent modifiers. The player will roll d20 (usually one, sometimes 2) and add or subtract all relevant modifiers to produce a result. If the result equals or exceeds the difficulty value (DV) set by the Game Master then the character succeeds in the check. If the roll is above the DV by less than 5 points, the character achieves a basic level of success, whatever task the character was attempting succeeds in the normal way. If the check is 5 or more points beyond the DV then the success is complete and the character achieves some sort of 'extra' success called Complete Success. If the player fails to roll the DV or higher then a consequence occurs. If this check is more than 5 points short of the DV, then the character suffers a more significant complication or setback which they will have to overcome. In general failures within 5 points of the DV should allow the character's goals to be advanced, but not in a way that was intended. For example if the character fell off a ledge they might be hanging on to a bit of rope or a tree root and subject to attack, but still have an opportunity to regain a safe footing or try another plan. With limited success the character has, for example, avoided a fall. With a complete success the character might gain some sort of advantage.
Modifiers
Modifiers are bonuses or penalties to the check value which reflect something about the character which makes her more or less able to succeed at this sort of check. Normally modifiers don't change, except when something changes about the character, thus they shouldn't have to be recalculated or figured very often.
[TABLE="width: 100%"]
[TR]
[TH="width: 244, bgcolor: #94476b, colspan: 3"]Level Modifier and DV Chart
[/TH]
[/TR]
[TR]
[TH="width: 61, bgcolor: #94476b"]LEVEL
[/TH]
[TH="width: 52, bgcolor: #94476b"]LEVELMOD
[/TH]
[TH="width: 115, bgcolor: #94476b"]DIFFICULTY
VALUE
[/TH]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
[TD="width: 52, bgcolor: #99ccff"]
[TD="width: 115, bgcolor: #99ccff"]
[/TR]
[/TABLE]
Ability modifiers are determined by the ability value of the rolling character's applicable ability. Generally, for any given check, one ability will be applicable. For a feat of strength the character's strength ability value would be used. A character with a strength of Strong(+3) has an associated +3 ability modifier and would thus add 3 to his check when attempting to lift a heavy object. Likewise if a character were attempting to dodge a poison dart fired by a trap she would make a check using her dexterity ability modifier. Permanent Modifiers are modifiers which are applied for other reasons than ability score. These are generally the result of a character having a particular boon or limitation. Only one permanent modifier, the one most favorable to the creature making the check, is applicable. For example a character might have a permanent -2 modifier to all wisdom checks to resist fear due to a curse, but if the character also had a +2 modifier to resist fear checks because they were equipped with an Amulet of Bravery boon then the character would have a +2 modifier. Permanent modifiers rarely change during play except in exceptional situations.
Level Modifier is a modifier which all Characters are granted based on their level. This modifier can be found on the difficulty chart. This represents the character's increasing skill, luck, and confidence. Higher level characters are greater heroes and thus are more easily capable of achieving all manner of tasks.
Proficiency Modifier is a modifier which is applied when a character is using a skill in which they are trained, a weapon with which they are proficient, have specific knowledge, or in any similar situation. This modifier is always +5.
Note that the sum of these modifiers should be a single overall total modifier that will only change as the character acquires or loses boons, gains levels, etc. Frequently used total modifiers can be written on a character's sheet for reference. This normally includes total attack modifiers, total skill modifiers, etc.
Bonus Stacking
Bonuses don't stack within a category. Each check can receive no more than one permanent modifier, one proficiency modifier, one level modifier, and one ability modifier. This will be the most favorable such modifier (the highest one).
Difficulty Value
Each check has a difficulty value (hereafter referred to as DV). The DV of a check is the value which the roll must equal or exceed once all modifiers are applied in order for the check to succeed.
In HoML DVs are each assigned a level. This allows the GM to quickly determine just how hard a given check is vs the capabilities of the PCs involved. If a check has the DV for the level of the character making it this will be a moderate difficulty check. A check at level +5 would probably be difficult and require a trained character, advantage, or at least a high ability score to pass. A check at level -5 should be trivial for most PCs, but an especially incompetent or disadvantaged character might still fail now and then.
Throughout the rest of the rules checks will be rated by level, not DV. To determine the DV refer back to the accompanying chart. The overall difficulty of performing tasks can be adjusted by the GM simply by changing the values on this table, for instance to make the character's higher level abilities less fantastic in nature the DV values could be increased at higher levels. Note that DVs are noted for levels up to 25. While PCs normally won't be above level 20 they might still encounter checks of greater difficulty. A level 25 check is presumably about the most difficult possible task in the game.
Defenses
Sometimes, usually an attack, a DV will be derived from a character's defenses. These are values which indicate how resistant a character is to various sorts of attacks. In this case the defense value is used as the DV of the check. Defenses are covered later in the section on character attributes.
Core Mechanic
HoML is based on one simple core rule system, the check. A check is a toss of one or two d20 which is made in order to determine the outcome of some kind of character action. The basic idea is a fairly simple and familiar roll high mechanic using a 20-sided die, somewhat similar to various other popular role-playing games.
Whenever the Game Master decides that a creature must overcome some sort of obstacle, defeat an opponent, or perform some action which is beyond the ordinary, a check will be called for. Note that if a character is simply doing something ordinary, under conditions where an ordinary person could predictably get good results, then no check is required. Checks resolve, or help to resolve conflict, they aren't intended as a mere randomization mechanism. When a check is made, something is at stake and the die will tell you what the results and consequences of the character's action are.
[TABLE="width: 100%"]
[TR]
[TD="width: 100%, bgcolor: #94476b, colspan: 2"]
Results
[/TD]
[/TR]
[TR]
[TD="width: 50%"]Roll
[/TD]
[TD="width: 50%"]Result
[/TD]
[/TR]
[TR]
[TD="width: 50%"]5 more than DV or higher
[/TD]
[TD="width: 50%"]Complete Success
[/TD]
[/TR]
[TR]
[TD="width: 50%"]Equal to DV
[/TD]
[TD="width: 50%"]Success
[/TD]
[/TR]
[TR]
[TD="width: 50%"]Less than DV
[/TD]
[TD="width: 50%"]Failure
[/TD]
[/TR]
[TR]
[TD="width: 50%"]5 less than DV
[/TD]
[TD="width: 50%"]Critical Failure
[/TD]
[/TR]
[/TABLE]
In most cases some sort of modifiers will be applied to a check. These may be ability modifiers, level modifiers, proficiency modifiers, and/or permanent modifiers. The player will roll d20 (usually one, sometimes 2) and add or subtract all relevant modifiers to produce a result. If the result equals or exceeds the difficulty value (DV) set by the Game Master then the character succeeds in the check. If the roll is above the DV by less than 5 points, the character achieves a basic level of success, whatever task the character was attempting succeeds in the normal way. If the check is 5 or more points beyond the DV then the success is complete and the character achieves some sort of 'extra' success called Complete Success. If the player fails to roll the DV or higher then a consequence occurs. If this check is more than 5 points short of the DV, then the character suffers a more significant complication or setback which they will have to overcome. In general failures within 5 points of the DV should allow the character's goals to be advanced, but not in a way that was intended. For example if the character fell off a ledge they might be hanging on to a bit of rope or a tree root and subject to attack, but still have an opportunity to regain a safe footing or try another plan. With limited success the character has, for example, avoided a fall. With a complete success the character might gain some sort of advantage.
Modifiers
Modifiers are bonuses or penalties to the check value which reflect something about the character which makes her more or less able to succeed at this sort of check. Normally modifiers don't change, except when something changes about the character, thus they shouldn't have to be recalculated or figured very often.
[TABLE="width: 100%"]
[TR]
[TH="width: 244, bgcolor: #94476b, colspan: 3"]Level Modifier and DV Chart
[/TH]
[/TR]
[TR]
[TH="width: 61, bgcolor: #94476b"]LEVEL
[/TH]
[TH="width: 52, bgcolor: #94476b"]LEVELMOD
[/TH]
[TH="width: 115, bgcolor: #94476b"]DIFFICULTY
VALUE
[/TH]
[/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
1
[/TD][TD="width: 52, bgcolor: #99ccff"]
0
[/TD][TD="width: 115, bgcolor: #99ccff"]
15
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
2
[/TD][TD="width: 52, bgcolor: #99ccff"]
1
[/TD][TD="width: 115, bgcolor: #99ccff"]
16
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
3
[/TD][TD="width: 52, bgcolor: #99ccff"]
1
[/TD][TD="width: 115, bgcolor: #99ccff"]
17
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
4
[/TD][TD="width: 52, bgcolor: #99ccff"]
2
[/TD][TD="width: 115, bgcolor: #99ccff"]
18
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
5
[/TD][TD="width: 52, bgcolor: #99ccff"]
3
[/TD][TD="width: 115, bgcolor: #99ccff"]
19
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
6
[/TD][TD="width: 52, bgcolor: #99ccff"]
3
[/TD][TD="width: 115, bgcolor: #99ccff"]
20
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
7
[/TD][TD="width: 52, bgcolor: #99ccff"]
4
[/TD][TD="width: 115, bgcolor: #99ccff"]
21
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
8
[/TD][TD="width: 52, bgcolor: #99ccff"]
5
[/TD][TD="width: 115, bgcolor: #99ccff"]
22
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
9
[/TD][TD="width: 52, bgcolor: #99ccff"]
5
[/TD][TD="width: 115, bgcolor: #99ccff"]
23
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
10
[/TD][TD="width: 52, bgcolor: #99ccff"]
6
[/TD][TD="width: 115, bgcolor: #99ccff"]
24
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
11
[/TD][TD="width: 52, bgcolor: #99ccff"]
7
[/TD][TD="width: 115, bgcolor: #99ccff"]
25
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
12
[/TD][TD="width: 52, bgcolor: #99ccff"]
7
[/TD][TD="width: 115, bgcolor: #99ccff"]
26
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
13
[/TD][TD="width: 52, bgcolor: #99ccff"]
8
[/TD][TD="width: 115, bgcolor: #99ccff"]
27
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
14
[/TD][TD="width: 52, bgcolor: #99ccff"]
9
[/TD][TD="width: 115, bgcolor: #99ccff"]
28
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
15
[/TD][TD="width: 52, bgcolor: #99ccff"]
9
[/TD][TD="width: 115, bgcolor: #99ccff"]
29
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
16
[/TD][TD="width: 52, bgcolor: #99ccff"]
10
[/TD][TD="width: 115, bgcolor: #99ccff"]
30
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
17
[/TD][TD="width: 52, bgcolor: #99ccff"]
11
[/TD][TD="width: 115, bgcolor: #99ccff"]
31
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
18
[/TD][TD="width: 52, bgcolor: #99ccff"]
11
[/TD][TD="width: 115, bgcolor: #99ccff"]
32
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
19
[/TD][TD="width: 52, bgcolor: #99ccff"]
12
[/TD][TD="width: 115, bgcolor: #99ccff"]
33
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
20
[/TD][TD="width: 52, bgcolor: #99ccff"]
13
[/TD][TD="width: 115, bgcolor: #99ccff"]
34
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
21
[/TD][TD="width: 52, bgcolor: #99ccff"]
13
[/TD][TD="width: 115, bgcolor: #99ccff"]
35
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
22
[/TD][TD="width: 52, bgcolor: #99ccff"]
14
[/TD][TD="width: 115, bgcolor: #99ccff"]
36
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
23
[/TD][TD="width: 52, bgcolor: #99ccff"]
15
[/TD][TD="width: 115, bgcolor: #99ccff"]
37
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
24
[/TD][TD="width: 52, bgcolor: #99ccff"]
15
[/TD][TD="width: 115, bgcolor: #99ccff"]
38
[/TD][/TR]
[TR]
[TD="width: 61, bgcolor: #99ccff"]
25
[/TD][TD="width: 52, bgcolor: #99ccff"]
16
[/TD][TD="width: 115, bgcolor: #99ccff"]
39
[/TD][/TR]
[/TABLE]
Ability modifiers are determined by the ability value of the rolling character's applicable ability. Generally, for any given check, one ability will be applicable. For a feat of strength the character's strength ability value would be used. A character with a strength of Strong(+3) has an associated +3 ability modifier and would thus add 3 to his check when attempting to lift a heavy object. Likewise if a character were attempting to dodge a poison dart fired by a trap she would make a check using her dexterity ability modifier. Permanent Modifiers are modifiers which are applied for other reasons than ability score. These are generally the result of a character having a particular boon or limitation. Only one permanent modifier, the one most favorable to the creature making the check, is applicable. For example a character might have a permanent -2 modifier to all wisdom checks to resist fear due to a curse, but if the character also had a +2 modifier to resist fear checks because they were equipped with an Amulet of Bravery boon then the character would have a +2 modifier. Permanent modifiers rarely change during play except in exceptional situations.
Level Modifier is a modifier which all Characters are granted based on their level. This modifier can be found on the difficulty chart. This represents the character's increasing skill, luck, and confidence. Higher level characters are greater heroes and thus are more easily capable of achieving all manner of tasks.
Proficiency Modifier is a modifier which is applied when a character is using a skill in which they are trained, a weapon with which they are proficient, have specific knowledge, or in any similar situation. This modifier is always +5.
Note that the sum of these modifiers should be a single overall total modifier that will only change as the character acquires or loses boons, gains levels, etc. Frequently used total modifiers can be written on a character's sheet for reference. This normally includes total attack modifiers, total skill modifiers, etc.
Bonus Stacking
Bonuses don't stack within a category. Each check can receive no more than one permanent modifier, one proficiency modifier, one level modifier, and one ability modifier. This will be the most favorable such modifier (the highest one).
Difficulty Value
Each check has a difficulty value (hereafter referred to as DV). The DV of a check is the value which the roll must equal or exceed once all modifiers are applied in order for the check to succeed.
In HoML DVs are each assigned a level. This allows the GM to quickly determine just how hard a given check is vs the capabilities of the PCs involved. If a check has the DV for the level of the character making it this will be a moderate difficulty check. A check at level +5 would probably be difficult and require a trained character, advantage, or at least a high ability score to pass. A check at level -5 should be trivial for most PCs, but an especially incompetent or disadvantaged character might still fail now and then.
Throughout the rest of the rules checks will be rated by level, not DV. To determine the DV refer back to the accompanying chart. The overall difficulty of performing tasks can be adjusted by the GM simply by changing the values on this table, for instance to make the character's higher level abilities less fantastic in nature the DV values could be increased at higher levels. Note that DVs are noted for levels up to 25. While PCs normally won't be above level 20 they might still encounter checks of greater difficulty. A level 25 check is presumably about the most difficult possible task in the game.
Defenses
Sometimes, usually an attack, a DV will be derived from a character's defenses. These are values which indicate how resistant a character is to various sorts of attacks. In this case the defense value is used as the DV of the check. Defenses are covered later in the section on character attributes.
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