Post by Bard of Lore on Dec 9, 2020 20:59:33 GMT
Dice Rolls
Anyone who's familiar with the game of D&D knows that there is a complex system of dice rolls and math when it comes to combat. While F&D is essentially the same setting, our combat system is much more simple to assure a faster pace, and make the game more about roleplay rather than math..
Skill Checks
During posts, characters may take actions related to their skills. This could be things such as sneaking around a group of enemies, trying to recall a piece of information about history, or even leaping off a rooftop. When determining how successful a character is at accomplishing such a task, you may attempt a skill check.
Skill Checks consist of Rolling a 20-sided die and adding appropriate modifiers to the result. In the case of skill checks, the use of a skill is equal to 1d20 + The Skill's Rank + The Ability Score (of the skill's parent ability). For threads involving PvP, you may only make one Skill Check of any given kind per post, excluding combat actions.
Taking 10. When in a thread that is primality based on PvE, skill checks may be forgone entirely, in favor of taking 10. To "take 10" on a skill check grants an automatic result of 10 + The Skill's Rank + The Ability Score Modifier.
Results
The following table represents the possible results of a Skill Check Roll.
Roll Result | Level of Success |
26+ or Nat 20 | Rousing success which provides additional benefits. |
21-25 | Flawless Success with little effort expended. |
16-20 | Success with some effort. |
11-15 | Success with a downside. |
6-10 | Failure with an upside. |
2-5 | Failure after some effort. |
1 or less | Failure with a large downside. |
Attacking/Spellcasting
As one could expect, combat is commonplace in the forgotten realms. During posts, characters will occasionally take offensive actions toward either NPC enemies, or even other Player Characters. While these combat scenarios can be played out in freeform (Without the use of dice rolls), in the interest of fairness we also have a simple system for dice rolls in combat.
Player Characters and NPCs will both have an Armor Class. The Armor Class is equal to 10 + The Character's Dexterity (This number can be changed by worn armor). Rather than have a standard number determine the success of an attack, the Armor Class determines whether the attack inflicts damage or not.
When it comes to making attacks with Weapons or Spells, a character must make an attack roll that is compared to a target's armor class. A character's attack roll is determined by the type of weapon or magic they are attacking with. Because of this, there are several possible attack roll variations. These are as follows:
If the resulting attack roll matches or exceeds the target's Armor Class, then the target is successfully hit. If the attack roll falls below the target's Armor Class however, it is considered a miss.
Critical Hits. If an attack roll is 20 on the die, before other modifiers, it is considered a critical hit. The attack will hit the opponent automatically.
Taking Damage.
While the original game of Dungeons and Dragons tracked the amount of damage a character took in the form of HP, Forums and Dragons removes this number crunch. This allows for better RP of how damage is taken, and allows plot to become the main focus.
Damage is broken down by four tiers. Light, Moderate, Serious, and Grave damage.
All weapons and spells have the capability to deal any amount of damage, however if it is not otherwise stated, then any given attack will only inflict Light Damage on a successful hit. If any target takes 3 instances of Light Damage, then all future attacks against them will deal at least Moderate Damage. This process repeats for Moderate Damage. If any target takes 3 instances of Moderate Damage, then all future attacks against them will deal at least Serious Damage. Three instances of Serious Damage converts to one instance of Grave Damage. A creature who has suffered even one instance of Grave Damage is probably fleeing, incapacitated, or dead.
A character does not always have to take Grave Damage to be defeated. Sometimes, numerous lesser wounds can result in a defeat. A character's ability to continue fighting, despite the wounds they have received is based on their constitution. Characters with high constitution can survive far more damage than others.
Spellcasting Expanded
Characters who posses proficiencies that grant them spells gain access to spell casting and spell points. When characters gain spell casting, they gain a spellcasting ability score. This score can either be Intelligence, Wisdom, or Charisma and is chosen when a character receives a rank in any school of magic. From that point on, all spells cast by your character will utilize that ability score.
Spell Attacks. The majority of spells are considered to be spell attacks. These types of spells works almost identically to weapon attacks, where the spellcaster rolls a D20 and then adds their spellcasting ability score and Ranks in the spell's school. The result of the roll is then compared to a target's AC to determine if the spell was successful or not.
Save Spells. Other spells that target foes are considered to be Save Spells. These types of spells are less abundant than spell attacks, but still quite common. The spellcaster rolls a D20 and adds their spellcasting ability score or Ranks in the spell's school, whichever is lower. The result is then compared to a specific ability score, determined by the spell, that the opponent has. If the roll exceeds double the ability score, the target falls victim to the effects of the spell.
Spell Points. Casting spells can be a taxing prospect, and all magic users have their limits. Spell Points are a resource that can be spent in combat to cast spells of level 1 or greater. Casting a spell cost a number of Spell Points equal to the spell's level. Characters who can cast spells have a number of Spell Points equal to their level multiplied by 2, + their spellcasting ability score. This means a character that is level 4 and has a charisma of 4 would have 12 spell points in total.
Range Categories.
When characters begin combat, the distance between them is always an important factor. A character who is not in 'engaged' range of an opponent cannot attempt to strike them with a melee attack. similarly, a character using a ranged weapon in 'engaged' range of an opponent would attack with disadvantage. For mechanical purposes, all characters start within 'close' range of each other. The following are a list of all combat range categories:
As one could expect, combat is commonplace in the forgotten realms. During posts, characters will occasionally take offensive actions toward either NPC enemies, or even other Player Characters. While these combat scenarios can be played out in freeform (Without the use of dice rolls), in the interest of fairness we also have a simple system for dice rolls in combat.
Player Characters and NPCs will both have an Armor Class. The Armor Class is equal to 10 + The Character's Dexterity (This number can be changed by worn armor). Rather than have a standard number determine the success of an attack, the Armor Class determines whether the attack inflicts damage or not.
When it comes to making attacks with Weapons or Spells, a character must make an attack roll that is compared to a target's armor class. A character's attack roll is determined by the type of weapon or magic they are attacking with. Because of this, there are several possible attack roll variations. These are as follows:
- Attacks with strength-based Melee weapons (Longswords, Axes, Spears): 1d20 + Character's Strength + Melee Weapons
- Attacks with dexterity-based Melee weapons (Shortswords, Rapiers, Daggers): 1d20 + Character's Dexterity + Melee Weapons
- Attacks with dexterity-based Ranged weapons (Bows, Crossbows, Thrown Daggers): 1d20 + Character's Dexterity+ Ranged Weapons
- Attacks with strength-based Ranged weapons (Javelins, Hand Axes, Thrown Spears): 1d20 + Character's Strength + Ranged Weapons
- Offensive Spells (Cone of Cold, Eldritch Blast, Fire Ball): 1d20 + Character's Spellcasting Ability + The Spell's School of Magic
If the resulting attack roll matches or exceeds the target's Armor Class, then the target is successfully hit. If the attack roll falls below the target's Armor Class however, it is considered a miss.
Critical Hits. If an attack roll is 20 on the die, before other modifiers, it is considered a critical hit. The attack will hit the opponent automatically.
Taking Damage.
While the original game of Dungeons and Dragons tracked the amount of damage a character took in the form of HP, Forums and Dragons removes this number crunch. This allows for better RP of how damage is taken, and allows plot to become the main focus.
Damage is broken down by four tiers. Light, Moderate, Serious, and Grave damage.
- Light Damage. Minor injuries such as large cuts, bruises, and first degree burns.
- Moderate Damage. More advanced injuries such as fractured bones, huge cuts that are profusely bleeding, and bruises which cover a large part of the body. Could be deadly if not treated with first aid in a day's time.
- Serious Damage. Major injuries such as broken bones, concussions, and internal organ damage. Could be deadly if not treated with first aid in a couple hours.
- Grave Damage. The most dangerous kind of injury which causes an automatic inability to fight. These injuries include severed limbs, complete destruction of internal organs, or even decapitation. Some Grave Damage could result in immediate death, while other levels of it could be deadly if not treated with first aid within a thirty minute time-span.
All weapons and spells have the capability to deal any amount of damage, however if it is not otherwise stated, then any given attack will only inflict Light Damage on a successful hit. If any target takes 3 instances of Light Damage, then all future attacks against them will deal at least Moderate Damage. This process repeats for Moderate Damage. If any target takes 3 instances of Moderate Damage, then all future attacks against them will deal at least Serious Damage. Three instances of Serious Damage converts to one instance of Grave Damage. A creature who has suffered even one instance of Grave Damage is probably fleeing, incapacitated, or dead.
A character does not always have to take Grave Damage to be defeated. Sometimes, numerous lesser wounds can result in a defeat. A character's ability to continue fighting, despite the wounds they have received is based on their constitution. Characters with high constitution can survive far more damage than others.
Spellcasting Expanded
Characters who posses proficiencies that grant them spells gain access to spell casting and spell points. When characters gain spell casting, they gain a spellcasting ability score. This score can either be Intelligence, Wisdom, or Charisma and is chosen when a character receives a rank in any school of magic. From that point on, all spells cast by your character will utilize that ability score.
Spell Attacks. The majority of spells are considered to be spell attacks. These types of spells works almost identically to weapon attacks, where the spellcaster rolls a D20 and then adds their spellcasting ability score and Ranks in the spell's school. The result of the roll is then compared to a target's AC to determine if the spell was successful or not.
Save Spells. Other spells that target foes are considered to be Save Spells. These types of spells are less abundant than spell attacks, but still quite common. The spellcaster rolls a D20 and adds their spellcasting ability score or Ranks in the spell's school, whichever is lower. The result is then compared to a specific ability score, determined by the spell, that the opponent has. If the roll exceeds double the ability score, the target falls victim to the effects of the spell.
Spell Points. Casting spells can be a taxing prospect, and all magic users have their limits. Spell Points are a resource that can be spent in combat to cast spells of level 1 or greater. Casting a spell cost a number of Spell Points equal to the spell's level. Characters who can cast spells have a number of Spell Points equal to their level multiplied by 2, + their spellcasting ability score. This means a character that is level 4 and has a charisma of 4 would have 12 spell points in total.
Range Categories.
When characters begin combat, the distance between them is always an important factor. A character who is not in 'engaged' range of an opponent cannot attempt to strike them with a melee attack. similarly, a character using a ranged weapon in 'engaged' range of an opponent would attack with disadvantage. For mechanical purposes, all characters start within 'close' range of each other. The following are a list of all combat range categories:
Category | Distance | Description |
Engaged | 2-5 feet. | -At this range melee weapon attacks are possible. -At this range, ranged attacks are made with disadvantage. |
Close | 10-15 feet. | -At this range most melee weapon attacks are not possible. -At this range, ranged attacks can be made normally. |
Mid | 25-50 feet. | -At this range, melee weapon attacks are not possible. -At this range, ranged attacks can be made normally. |
Long | 75-100 feet. | -At this range, melee weapon attacks are not possible. -At this range, throwing ranged attacks are made with disadvantage. -At this range, ranged attacks can be made normally. |
Very Long | 150-250 feet. | -At this range, melee weapon attacks are not possible. -At this range, throwing ranged attacks are not possible. -At this range, ranged attacks can be made normally. |
Extreme | 300-500 feet. | -At this range, melee weapon attacks are not possible. -At this range, throwing ranged attacks are not possible. -At this range, ranged attacks can be made with disadvantage. |