FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Experience Points (XP)
A player
may exchange XP to directly influence events. The Ref does have the option of
narrating the character's condition after the use of XP (such as
unconsciousness, left for dead and captured, or even permanent ability
decreases). Loss of XP does not change
the character's level, but the XP will have to be earned back through
adventuring. Only characters have XP. The Ref can always use dramatic license for
an NPC.
1 XP can
be used to change fate under these conditions.
● May be used to make a skill use a
success.
● May be used to make a physical feat
a success.
● May be used to make a Saving Throw
successful. This can be used for
stabilizing Saving Throws also, but should come with permanent complications,
such as an ability score decrease.
● May be used to call upon Fortuitous
Coincidence, such as finding needed minor equipment or someone suddenly
appearing to save the characters from a problem (definitely comes with
complications). This option may only be
used once per adventure session for the entire group.
XP may not
be used to make an attack roll or Spell use successful. It cannot be used to negate the negative
effects of blowing a Ceremony spell.
SKILLS
Roll
1d20. Add appropriate ability
modifier. Add 1/2 level if allowed. Add in additional modifiers if more than one
character is attempting the task (if allowed).
Match or beat the Difficulty Class (DC) number.
Hard task
DC 12, Very Hard task DC 18
These are
suggested target numbers. The Ref may
increase them based on the situation.
Don't roll for simple tasks (below DC 12) and anything above DC 18
should be ruled impossible.
Physical Feat: Pick an appropriate ability (or
average of two) and add the bonus to the roll. Examples: jumping (Str + Dex),
force door (Str), snatching something out of mid air (Dex), resist cold, fire,
smoke (Con). If appropriate, additional
assisting characters may add +1 to the roll, if they have a bonus in the
ability.
Trained Skills: Generally, unless the character has
the training, they will not have any reasonable chance of success and will need
to hire a professional. These would be
skills such as appraiser, sage, craftsman, carpenter, husbandry, torturer,
smith, entertainer etc. Essentially
skills that someone could make a living at.
Skills of Other Classes: Characters may attempt skills such
as Stealth using the same ability bonus, but will get no level bonus. Also there are other mitigating factors, such
as the wearing of metal armor while attempting Stealth is an automatic failure.
Monster and NPC Skills: If there is a sudden need to
determine for a skill, generally use 1/2 HD or 1/2 level as the bonus. If the monster or NPC has a noted ability,
add an ability bonus for that as well.
Note that Stealth and Detection are always rolled by the
characters. Monster/NPC abilities and
skills modify the DC for the character's attempts.
Specific Skill Notes:
● Stealth: Is the skill representing hiding
and sneaking. A successful skill check
is first needed to surprise attack under normal circumstances. For an ambush with more than one character,
the one with the LOWEST Stealth
ability rolls for the group. However,
each character with the Stealth class skill in the group adds +1 to the
roll. The Stealth DC is 12 + Detection
skill, if known. If the victim has
enhanced senses or is on heightened alert, set the DC at 18.
● Detection of Ambushes: The character with the highest
Detection skill rolls for the group.
Each character with the Detection class skill in the group adds +1 to
the roll. If successful, normal initiative
is rolled. If not, the attackers gain a
free rd of action. The Detection DC
should be 12 + Stealth skill of ambusher.
● Detection of Traps: The character with the highest
Detection skill rolls for the group whenever a trap is encountered. Anyone else with the Detection skill adds +1
to the roll. If the group is actively
searching for potential traps (at walking movement rate), a successful check
finds the trap before anyone has passed it.
If not searching but a Detection roll is made, either the first person
in line has stepped on the trap, but not yet set it off, or a random number of
characters have first stepped over it without setting it off, whichever is
appropriate. A Disarm Trap attempt (if
the skill is available) will need to be made to stop the trap from going
off. Whether searching or not, a failed
roll means the trap has gone off, either upon the first person in line or a
random character in line, whichever is more appropriate. Figure the Detection DC at 12 for a fairly
crude, average trap, 18 for well-hidden trap laid by a master.
● Find (Secret Doors and items): These must be actively searched
for for 1 turn in a small area or room, 2 or more in larger areas. The
character with the highest Detection chance rolls for the group. Anyone else searching with the Find skill or
at least +1 Int and + 1 Wis bonuses adds +1 to the roll. Multiple searches add +1 to roll up to +3 per
day. Figure the Detection DC at 12 for a
fairly simple secret, 18 for well-hidden secret created by a master.
MISCELLANEOUS RULES
Buff Spells, Anti-buff spells, and
Potions: This
refers to magical enhancements to the caster's or another's abilities. Only one may be in effect at a time. Another buff or anti-buff spell cast upon
someone already under the effect of a buff, will simply cancel out both
effects, regardless of the spells. For
simplicity's sake, assume a buff taken before combat or an action lasts for the
encounter and ends after it is over.
Encumbrance
Assume a
carrying capacity of about 5 lbs. per Str point.
A
character is considered heavily encumbered if wearing heavy or medium armor or
carrying over half of their total capability.
50 gold
pieces = 1 lb.
Chain Mail
= 40 lbs. Plate Mail = 50 lbs.
Movement
For
lightly encumbered characters.
5'
movement in a combat round.
40'
walking in a round.
400'
walking in a turn.
4 miles
walking in an hour.
32 miles
walking a day.
Characters
may sprint at 3x walking speed for 1 rd/Con point. After that, they must rest/walk for rds = to
their Con before running again. For
longer distances, a character may run at double speed for an hour. A DC 12 Con check is required after the
second hour, DC 18 after the third. If
the check is failed or after 4 hours, the character must completely rest for
the remainder of the day.
Heavily
encumbered characters move at 1/2 the light rate. A group may only move as fast as its slowest
member and still stay together.
Mounted: 6 miles/hr, 48 miles/day, lightly
loaded, 1/2 if heavily. Sprinting and
running work the same. Assume a +6 Con
bonus for a horse.
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