====== 1 - Basic ====== [[g5_start|]] Core Reconstruct: - Basic * Dice * Critical * Stats * Health (Vitality & Wounds) - Rounds/Turns * Action Points * Actions - Movement * Squares * Facing * Movement - Misc * Terrain * Vision * Effects - Temp * Traits * Equipment * Monsters ===== Basic ===== ==== Dice ==== 2D6 +Primary (PAE) +Static (S) +Dynamic (D) VS Challenge (C) * Skill = 2d6+Stat+Bonus vs Challenge * Attack = 2d6+Agi vs Defense * Damage = 2d6+Pow vs Armor * Static = Flat bonuses like +1 attack or defense. * Dynamic = Situational bonuses like +1 defense vs melee * Challenge = GM determined number, or creatures stat === Challenge === For using stats as skills, typical skill challenges: * Easy - 6 * Normal - 8 * Hard - 10 For things that are brainless easy but has a tiny chance of failure just fail it on 1+1, similar something nearly impossible that could theoretically work allow it on 6+6. Not to be confused with things that are clearly impossible to fail or succeed no need to roll for those. In general, avoid too much bonuses/penalties to the Challenges, they're set with the bell curve of 2d6 in mind, and a random +2 bonus or penalty (bonus to challenge) can end up negating the point of the roll. ==== Critical ==== === Critical Hit === Critical hits doesn't do anything by themselves, but some rules refers to them. * A roll that hits * Two dices with same side * Ex 4+4, 5+5, 6+6 === Automatic Hit/Miss === * 6+6 is always a hit * Also a critical * Bypass Armor/Vitality === Fumble === * 1+1 is always a miss * Also a Fumble (Critical Miss) * Fumble will eventually get own rules ==== Stats ==== * Start with 0 in each stat * Get 3 points to divide === Primary Stats: === * Power -> Damage * Agility -> Attack * Endurance -> Armor === Secondary Stats: === * Defense = How good you are at avoiding getting hit * Vitality = Amount of damage you can shake off before wounded * Wounds = Amount of damage you can take before you die Secondary stats are generated by primary stats: WIP numbers * Def=5+A+P * Vit=20+2xE+2xA * Wnd=20+2xP+2xE === Tertiary Stats === Remaining stats: * Movement * Action Points * Mana + any other magic stats ==== Health ==== This part is still mumbo jumbo Run the default for now, Vit/Wnd 20-30 each, 6+6 bypass armor. Apply debuff (?) on wounded. debuff + bleed? ===== Round ===== In combat the game uses a Round/Turn order to determine when a Character can make actions. When combat starts, all Characters rolls an Initiative roll. Then the GM writes up the order and goes through all Characters in Initiative order, letting them each have a Turn to do their actions. Once all Characters have taken their Turn, the Round is over. If the combat is not resolved yet, start a new Round, but keep the Initiative Order. === Round === * One round is the time it takes for every Character to make their actions. * Each Character takes their Turn in one round, when all Characters taken a Turn, the Round ends. * Anything that takes "one round" lasts until the start of the same Initiative in the following round. * When a round ends, and the combat isn't resolved, start a new one. === Turn === * Turn is the time a Character has to make actions and spend AP. * Character can perform anything you have the AP to do within a turn. * Character can spend as many AP as they want up to their max (10) then the Turn is over. * Can spend as little as 0 AP, and just pass. === Initiative === * Decided by an Agility roll * Highest act first, and then follow the list down * If tied, highest Agility first * Still tied GM decides. === Action Points === * Action Points (AP) is the currency used to activate actions. * At start of your Turn you replenish to your max AP, any left is wasted. * All Characters have a max of 10 AP (atm). * The definition of an Action, is that it has an AP cost. === Actions === * Move (1AP) 1 Square/Inch * Climb (5ap) * Jump (5ap) * Attack (3-5AP) Standard attack (see weapons) * Special Attack (SA) (6ap) -2 atk, special ===== Movement ===== === Squares === * Square grid * Walk around corners * Diagonal counts as 1 * AoE's becomes square * Each square can have multiple terrain effects * Without a grid * replace all "Square" with 1Inch or 2CM * Make AoE's radius from center point === Facing === * Characters have a front and back arc * Characters can see 180 degrees * Using a square grid this means * 5 squares in front * 3 squares in rear * Use a model or token with clear front/rear * Mostly used for positioning Examples: * C = character * F = front * B = back ^ F ^ F ^ F ^ F ^ F ^ ^ F | F | F | F ^ F ^ ^ F | F | C | F ^ F ^ ^ B | B | B | B ^ B ^ ^ B ^ B ^ B ^ B ^ B ^ ^ F ^ F ^ F ^ F ^ F ^ ^ F | F | F | F ^ B ^ ^ F | F | C | B ^ B ^ ^ F | F | B | B ^ B ^ ^ F ^ B ^ B ^ B ^ B ^ === Movement === * Movement Types: * Walk * Climb * Jump * Dig* * Swim* * Fly* * Some Traits/Etc can modify how you're affected by terrain. * Movement counts as Actions in Combat And have own AP costs. * Some terrain can modify movement, usually negatively. * Outside of combat walk at 3 speeds: * Slow: Careful advance * Normal: Fast walking * Fast: Running or jogging * Use Agility stat to determine speed * Agility rolls for chases * Endurance rolls for long chases/runs More focus ? ===== Misc ===== === Terrain === Down prioritized for now. === Vision === Down prioritized for now. === Effects === Basic Required ===== Temp ===== === Traits === General Basic traits available for testing: * Regen (temp) === Equipment === Armors: * Light: +5 armor, -0 defense * Medium: +6 armor, -1 defense * Heavy: +7 armor, -2 defense Weapons: * Flail (Control) * Passive: Chain (Ignore Parry) * Critical: Knockdown * Special: Shift 1 (Move X squares) * Maul (Damage) * Passive: Wrecker (+1d6 damage against knocked down targets) * Critical: Stun (+1 ap cost all non-movement actions 1/round) * Special: Launch 1d6 (push 1d6 directly away, then knockdown) * Spear (Support) * Passive: Reach 1 (increase reach with +X) * Critical: Slow (+1 ap cost all movement 1/round) * Special: Push 1 (Push directly away X) === Monsters === ---