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Author Topic: The basic rules (for folks what don't 'ave them)  (Read 2063 times)

Balgin Stondraeg

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The basic rules (for folks what don't 'ave them)
« on: July 15, 2008, 10:59:43 AM »

Okay, here's a really simple breakdown of the rules:

It's a d100 system. So to achieve anything it's a case of rolling a d100 and getting equal to, or less than, your chance of success. So if you've got a 33% chance of doing anything then a 33 or lower's a success and a 34 or higher's a failure.

Now then. Every ability score in the primary block is on a 1-100 scale. So if you've got a Toughness of 37 and you eat a well dodgey rumsters pastie, then you'll be picking up the percentiles and trying to roll your 37% (or lower) chance of not feeling a bit iffy.

Skills are ability tests. So all the Common Knowledge skills are Intelligence, other skills are linked to relevant abilities (I'll put an abbreviated version of the ability name in brackets after each skill on people's character sheets).

Using a skill is a little more complicated 'though. Some skills can be tried untrained. Others require training.

If you don't have the skill and it needs training (like the Read & Write skill) then you can't use it (and yes, currently I believe all or most of the group are illiterate).
If you don't have a skill and it can be used untrained then you do so at half your ability score. So if you wanted to use the Gossip skill to gather some helpful information, then you'd be using you're Fellowship, but halving it before you rolled the dice.
If you have a skill then you use your straight stat value.
If (later on) you have a skill twice, then you actualy get +10 to using the skill (so stat +10).
If (even later) you've taken the skill a third time, then you're making checks at +20!

You can't take a skill more than 3 times.

The following skills can be used untrained:

Animal Care
Concealment (formerly known as concealment rural/concealment urban - now only 1 skill)
Consume Alcohol
Drive (formerly known as Drive Cart)
Outdoor Survival (formerly one of the rural skills?)
Scale Sheer Surface (climbing stuff)
Silent Move

Other skills require training.

Skil difficulty: The GM may apply modifiers (if it's an easy skill test you get a bonus). These modifiers are obviously applied after halving for untrained skill.

Very Easy : +30
Easy : +20
Routine : +10
Average : No Modifier
Challenging : -10
Hard : -20
Very Hard : -30

Fighting stuff: Somtimes plans go wrong, you just get unlucky, you pick a fight or, for whatever reason - violence takes place.

Combat is effectively a series of skill checks (so attacks use WS or BS etc). Initiative is roleld once at the beginning of combat and it's a d10 + your agility score. Combat rounds are short with a slightly elastic duration to fit in everything that needs to happen (sort of 8-12 seconds in length). They aren't long enough for people to waste time chatting (although exchanging a few words makes sense).

On their turn everyone can take a full round action, a pair of half round actions, and one or two free actions.

Here's some basics: To make more than one attack requires the Swift Atack action (full attack). This is a full round action. Reloading a ranged weapon like a bow is a half action, reloading crossbows or gunpowder weapons can easily spill over into the next round.

You may only dodge once per round (and dodge blow is an advanced skill, training required). A character may block (parry) an incoming attack. In order to do this you must be in parrying stance or have a weapon in your off hand (shields count as a weapon for the purpose of parrying).

Combat uses hit locations but to cut down on exessive dice rolling, the attack roll also determines the hit location. After rolling the dice for your attack, reverse the digits to determine the hit location (so an attack roll of a 37 becomes alocation 73).

Damage dealt is then 1d10 + your strength bonus, plus any modifiers fo the weapon (for instance, daggers strike at SB-3) plus any associated talents (the Strike Mighty BLow talent means you hit hard for your strength and always do an extra point of damage).

Ulric's Fury! Ulric the god of battle likes it when people get hurt. If you roll a 10 for damage, make another attack roll (this is probably where the d20 "confirmation roll" comes from because it's exactly the same thing). If you succeed again, then roll another d10 and add it on (don't add all your bonuses again). If you should happen to roll a 10 again, don't bother rolling to confirm, just keep rolling untill you stop rolling 10's! And then total up your shockingly huge damage total.

Ulric's Fury used to happen more often in 1st ed because damage was done with d6's (so a bigger chance of rolling max, 1 in 6 rather than 1 in 10) but it wasn't so obscene either (smaller scale).

After damage is rolled, the Toughness Bonus and armour points for that location are deducted. Any remaining damage comes off wounds. When you run out of wounds you count the exess wounds. That determines the severity of the critical hit you've suffered. Your wounds reset to zero at the start of every round so crits don't get progressively worse (although the results will make you more likely to take damage, leading to bigger criticals as people pummel you).

Talents are basicaly feats.

If you want details on what any skill or talent does, ask me in this thread and I'll reply.
« Last Edit: July 15, 2008, 11:27:10 AM by Balgin Stondraeg »


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Re: The basic rules (for folks what don't 'ave them)
« Reply #1 on: July 22, 2008, 11:39:17 AM »

Perception checks:
Yon 86/35
Georgie 9/35
Hargin 80/39
Kilkirrie 10/27

Just wondering how these work? High numbers good or bad? Why are there two numbers?


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Re: The basic rules (for folks what don't 'ave them)
« Reply #2 on: July 22, 2008, 11:56:21 AM »

I believe Balgin is using the (roll) / (target) format here.  Rolling below the number is success - the more below the better - the more above the worse.

Here Hargin and Yon have badly failed their perception checked, by more than 50 and more than 40 respectively (both v. bad).  However, Gerogi adn Kilkirrie have aces their rolls passing by 26 and 17, repsectively.

One of the things I like about this system is this graduated success or failure model.


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Re: The basic rules (for folks what don't 'ave them)
« Reply #3 on: July 22, 2008, 12:13:25 PM »

Thanks Keeper :tip-hat:

Balgin Stondraeg

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Re: The basic rules (for folks what don't 'ave them)
« Reply #4 on: July 22, 2008, 12:26:10 PM »

I believe Balgin is using the (roll) / (target) format here.



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Re: The basic rules (for folks what don't 'ave them)
« Reply #5 on: July 22, 2008, 08:50:01 PM »


Just don't roll a double and fail. (Crit fumble).

Paul H