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Roll d20 + skill - defense.  Positive number = a hit.  Net positive points = damage hit does. Negative number = a fumble.  Negative number = damage done to weapon.  (Defense is somewhere between 5 and 10 for most characters)

Skill = skill + bonuses + magic + weapon

Defense = skill + bonuses + magic + armor

So, if a skill of 7 in fist (a d0 weapon), vs. 4 points of armor, 5 points of defense, 5 points of parry it is 7+d20 - 14.  or d20-7  On a rol1 of 8 or more, it is a hit, on a rol1 of 7 a miss, a rol1 of 6 or less and the weapon is damaged.

So, if skill is 7, weapon is d6, 4 points of armor, 5 points of defensive magic, 5 points of parry, defense of 10 or (d20+d6+16) - (4+5+5+10) ... is the roll.

Some effects (e.g. poison, acid, etc.) only take effect if damage is done (so, a scorpion man's tail attack only does the extra poison damage if it penetrates enough that some damage is done).


Berserks and similar types roll d20.  Typical fighters roll 2d10.  Men at arms and other cautious types roll 3d6.

For more complex rules, see the rules section.

To run this in d20 (vs %tile dice) note that one point of skill = 5%.  Divide by 5% and round to the nearest point to change % to d20 numbers.


Characteristics:

(STR+SIZ)/20 = damage bonus

(SIZ+CON)/10 = hit points

(DEX+[20-SIZ])/2 = base defense

(APP+WILL) = charisma

WILL = magic points


Each adventure generates between -2 and +3 player points.

Player points translate into personal force or force (FOR)

Force
Level
Player Points
to next level
0
1
2
3
4
5
6
7
8
9
10
1
2
3
4
5
6
7
8
9
10
11

Each time a character gains a level of force, they also gain three points of WIL of which they must spend at least two.  WIL is traded off when skills are improved, rune connections strengthened, etc.

Force is expended when magic items are bonded, familiars obtained, etc. (so, a character might have FOR = 6, spend three levels and be back to force level 3, needed 4 player points to get back to force level 4).

Magic items typically have a force level.  If the character's force is not equal to the force of the magic item, the item will have a negative result instead of a positive one.

FOR is added to WIL v. WIL contests, but otherwise affects things only if there is a magic focus available. e.g. boots of stealth, FOR 2 will allow the user's force, up to 2 levels, to be added to the user's skill.  If the user has only l level of force, the boots subtract 2 levels from stealth skill instead of adding to it (the implications for a normal magical sword are obvious).

Weapons and items can be crafted that do not require matching force.  The most obvious example in mythology would be the One Ring of the Lord of the Rings.  It merely had impact = user's force.  A magic sword of that type would add the user's force to attack up to the level of force in the sword.


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