User:Guy/Time

From D&D Wiki

Jump to: navigation, search

ability scores[edit]

Might measures your physical strength and fitness.

  • You can Carry a number of Items equal to your Might score. Everything from spellbooks to rations to armor are Items you Carry, making this ability important for any adventurer.
  • Add your Might modifier to attack and damage made with melee weapons and thrown weapons.
  • If you grapple or use combat techniques, your Might determines their effectiveness.
  • A Might saving throw is made to oppose a force that would shove or physically bind you.

Dex (for Dexterity) measures your physical agility and precision of movement.

  • Your Guard equals 10 + your Dex modifier + your Armor's bonus (if any) + your Shield's bonus (if any). The higher your Guard, the harder you are to hit with attacks, making this ability important for any adventurer.
  • Add your Dex modifier to attack and damage rolls with bows, slings, and finesse weapons.
  • A Dex saving throw is made to take cover or maintain balance.

Logic measures your capacity to learn, memorize, and reason. A computer-like creature would have high Logic, but low Sense.

  • You have a number of Skill Points equal to your Logic score, which you can invest into Skills and other benefits.
  • You add your Logic modifier to attack and damage rolls with alchemical weapons and siege weapons.
  • If you cast a spell from a Spellbook, your Logic determines the spell's effectiveness.
  • When a creature makes a Deception check to deceive you with words or another form of communication, you can detect something is amiss if its check result was lower than your Logic score. This doesn't necessarily let you know which parts are deceptive or to what extent, only that something is amiss.
  • A Logic saving throw is made to disbelieve illusions, and thwart mind control or possession.

Sense measures your perception, empathy, and creativity. Artists tend to have high Sense. Animals like dogs and deer tend to have high Sense, but low Logic.

  • You have an amount of Inspiration equal to your Level + your Sense modifier. Inspiration can be consumed to turn failures into potential successes, and is used to activate some features.
  • If a creature or object in your vicinity is Hidden, you can detect its presence if its Dex (Deception) check result was lower than your Sense score. This doesn't necessarily let you pinpoint its location, just discern that something is nearby.
  • If you cast a spell from an Instrument, your Sense determines the spell's effectiveness.
  • A Sense saving throw is made to overcome magical curses.

Will (or Willpower) measures your tenacity, courage, and determination. It is the most useful ability for bluffing, flirting, bartering, and public speaking.

  • You have a number of heart points (HP) equal to your Will. The more HP you have, the more damage you can sustain before falling Unconscious or succumbing to Injury.
  • If you cast a spell from a Keepsake, your Will determines the spell's effectiveness.
  • A Will saving throw is made to overcome fear, disease, and poison—and to maintain concentration on spells or other effects.

fortes[edit]

3 Skill Points to become Skilled in a forte.

  • Athletics
  • Deception
  • Engineering
  • Nature
  • Occultism
  • Performance
  • Sociability

time[edit]

Gameplay consists of three categories: Encounter, Exploration, and Downtime.

Encounter is a period of high tension. The protags have a lot at stake in a short burst of excitement, whether it be fighting monsters to the death, sneaking into a heavily-guarded fortress, bartering over expensive artifacts, or performing the delicate art of persuasion.

  • In an Encounter time is measured in Rounds. Each Round is 10 seconds long.
  • At the start of every Round each player details their protag's Action and Move for the round; in some groups this will be a discussion among the players deciding on what tactics they'll use together.
  • Combat Encounters are the most iconic sort. In a Combat Encounter the protags and antags each have one turn in the round. All the protags each take one Action and Move on their turn. The antags each take one Action and Move on their turn. (Some creatures and effects can take multiple Actions on each of their turns.)
  • Actions you can take include Attack, Dash, Dodge, Distract, Help, Hide, Influence, Jump, Magic, Search, Study, Ready, Use, or Improvise a new action. Your features may provide even more possible Actions.

Exploration is a time of mild tension. The protags are in a potentially unsafe location like ghost-haunted woods or a dank dark cavern, but there is no immediate threat.

  • During Exploration, time is measured in Phases. Each Phase is 10 minutes long.
  • Every player summarizes their protag's Activity for each Phase.
  • Exploration Phases are often interrupted by Encounters.
  • Light source duration is measured in Phases. "At the end of each Phase, roll a d6. On a 5-6 the torch extinguishes permanently; On a 6 the lantern consumes 1 liter of oil." Deliberately an abstraction.
  • Activities include (but are not limited to) Rest, Ritual, Fortify, Search, Retreat, and Explore. You must consume a Ration (or another meal) to finish a Rest.

Downtime is a period of low tension within trusted civilization, usually a town. The protags are relaxing and recovering from their adventures, or preparing for future adventures.

  • Each period of Downtime is at least 10 hours long, and you can accomplish no more than one per day. For multiple days off from adventuring, your narrator might have one period of Downtime encompassing each entire day.
  • As part of Downtime, you gain adequate sleep, food, water, and hygiene at no expense.
  • At the end of Downtime, you regain all HP and Inspiration.
  • By the end of Downtime, you can also buy Items for their value in beans, or sell Items for half their value in beans (rounded down to the nearest whole bean). Trade goods are so valuable they can uniquely be sold instead for their full bean value. By contrast, any common gear stripped from monsters or decrepit dungeon rooms is unwanted scrap that can't be sold for beans at all. You can't buy or sell an Item if its Rarity Level exceeds your protag's Level.
  • If you gained any XP since your last Downtime, you can undertake one Enterprise during downtime. Your Enterprise can be to Craft, Freelance, Recover, or Retrain, among other options provided by your features or narrator.
  • If you have XP equal to 5 × your current Level, at the end of Downtime raise your Level by 1, and reset your XP to 0 (plus any expended on increasing level). In doing so you also gain one Style, one Feat, and one Improvement of your choice. Your HP also increases by an amount equal to your Will, and your Inspiration increases by 1.

Typically the bulk of gameplay focuses on Encounters, which are bridged together by Exploration. An adventuring group normally has one period of Downtime each day to recover.

Any narrative time not spent in one of these categories—such as travel time—is usually best summarized or skipped over.

Gear[edit]

  • Life Water
  • Oil
  • Tar
Home of user-generated,
homebrew pages!


Advertisements: