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14:15, 3rd May 2024 (GMT+0)

THE TWO RULES (and other rules)

Posted by The GMFor group 0
The GM
GM, 15 posts
Tue 15 Feb 2022
at 14:40
  • msg #1

THE TWO RULES (and other rules)

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RULE ONE: When you have to make a roll to do something, tell the GM exactly what you're attempting, and then roll 2d6 (telling the diceroller to add any bonus points you may have coming from applicable stats and/or class specialties).

The GM will then roll 2d6 as well. If he feels you're rolling for something particularly easy or hard, he will tell the diceroller to subtract from or add points to his roll before it is made.

If you roll higher than the GM, you have succeeded (the GM will either explain what happens, or will say to you "So, knowing that it's a success, tell me what happens!")

If you roll lower than the GM, you have failed (the GM will either explain what happens, or will say to you "So, knowing that it's a fail, tell me what happens!")

If your result ties perfectly with the GM, it's a partial success (or, if you want to look at it that way, a partial failure). (The GM will either explain what happens, or will say to you "So, knowing that it's a partial success, tell me what happens!" BUT, for a partial success/partial failure, the GM will probably just explain it himself.)


--EXAMPLE (OF EASY): You tell the GM that your thief character wants to try to sneak into the office and steal something off of someone's desk (adding Agile bonus and class specialty points), but you also point out that your teammates have just started making a lot of noise outside the window of the office. The GM agrees that this will make it even more easy, and the GM subtracts two points from his roll.




RULE TWO: The harder the thing you attempt, the worse your failure or partial success will be! The easier the thing you attempt, the more harmless your failure or partial failure will be!


THE NARRATION OPPORTUNITY RULE:

--After the GM makes his roll: The GM will tell you what happens. IF the GM offers you the opportunity to narrate the results, then if you spend at least three complete sentences narrating what goes wrong (or partially wrong) or narrating your success, take an extra +1 on your next roll.

--IF you roll higher than the GM AND IF the GM offers you the opportunity to narrate the results AND IF the final result on your Success was higher than 12: THEN IF you spend at least three complete sentences narrating the success, take an extra +1 on your next roll, AND ALSO give another player an extra +1 toward their next roll (you can give yourself +2 toward your next roll ONLY if it's a solo game with no other players).




OTHER RULES:

--Wearing armor heavier than the heaviest armor mentioned in your playbook gives you -1 to all rolls.

--Attacking without a weapon means you do -2 hits. (Unless you're a fighter trained in unarmed combat, in which it's only -1 hit.)





Forceful -1: You're knocked out in 1 hit (without armor, anyway)
Forceful 0: You're knocked out in 2 hits (without armor, anyway)
Forceful +1: You're knocked out in 3 hits (without armor, anyway)
Forceful +2: You're knocked out in 4 hits (without armor, anyway)


HOW MUCH DOES ARMOR HELP?
--NO ARMOR: +0 hits
--HIDE/LEATHER/ARCANE ARMOR +1 hit
--SHIELD: +1 hit
--BIG "TOWER" SHIELD: +2 hits
--CHAINMAIL ARMOR +2 hit
--SCALE ARMOR +3 hit
--PLATE ARMOR +4 hit

--Just a (non-magical) helmet: no extra benefit
--Just (non-magical) bracers/greaves: no extra benefit
--Wearing bracers AND greaves: +1 hit
--Just a (non-magical) breastplate: +2 hits, but zero benefit if attacked from behind


WHAT HAPPENS WHEN I LOSE ALL MY HITS?
--You're knocked unconscious for the rest of the battle.

WHAT HAPPENS IF WE'RE ALL KNOCKED OUT DURING A BATTLE?
--The GM will decide. MUAH HAH HAH. Possibilities include:
----Getting captured and then you'll have to try to escape
----The GM might roll a die and whichever character the die selects will DIE and have to make a new character (maybe your old character will be reincarnated as the new character...?)
----The GM might roll a die and whichever character the die selects will DIE... and GET BACK UP as some sort of awesome undead, out for revenge against whatever killed him/her/them?




HEALING AND RESTING:

--Healing Potions: Work instantly. Restores all hits.

--Non-magical healing: When you make camp, roll Forceful. On a fail, you don't heal. On a Partial success, you get 1 hit point back. On a Success, you get all your hit points back.

--Bandages: Add an extra +2 to your healing roll. Also, on a partial success, you get 2 hit points back instead of 1.

--Clerical-type healing: heals 1d4 hits instantly on a success.

--Paladin-type laying-on-hands healing: heals 1d3 hits instantly on a success.



How Many Hits It Takes To Stop A Monster (Approximately-Maybe):
1 hit: a rat, an evil pixie
2 hits: an average person without armor
3 hits: a tougher than average person without armor
4 hits: a tougher than average person wearing leather armor, maybe a zombie or an orog
5 hits: a tougher than average person wearing chainmail
6 hits: a tougher than average person wearing scale mail or maybe an air or water elemental
7 hits: a tougher than average person wearing full plate mail
8 hits: a hill giant or maybe a fire elemental or maybe an ogre
9 hits: the hill giant that gives the other hill giants orders
10 hits: a frost giant or maybe a giant beetle or an earth elemental
11 hits: a fire giant
12 hits: a small dragon


--Leveling Up:
I've tried various things, but I think I'm going to say that you'll gain 1 level every time that the party achieves a major goal.
This message was last edited by the GM at 21:16, Sun 20 Feb 2022.
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