FEATS<br/><br/>So how do feats work?  (Told ya I'd be explaining this.)<br/><br/>Now, some people might be wondering what a “feat” is.  A feat is generally when a person rolls to see if their character can achieve something, usually that doesn’t involve other people.  Basically, a feat is when a character rolls against their initial base score.  Race bonuses generally do apply unless stated otherwise.<br/><br/>Feats note<br/><br/>Well, this is the very rough idea to the 'new and improved' feats section.  Basically, it will take care of several problems all at once.  So I'll just throw out the rough idea and people can say that they hate it or like it depending on their point of view.<br/><br/>1) Character scores are no longer capped at 10.  Also, performing a feat will no longer automatically drop the person's score.  The score dropping is at the DM discretion now if they feel it is appropriate.<br/><br/>2) Whenever rolling for a 'feat' (i.e. a non-combative action), the players will use 2d6 + their appropriate class score.<br/><br/>3) There is now a target number (TN) which the player must hit with their roll in order for a success.  The DM will assign a value based on what they feel the task is.  An average TN is 11, which is calculated taking the average person's score (5), and the average roll of 2d6 (6).  Here is a breakdown of TNs.<br/><br/>09  - easy<br/>11  - average<br/>13  - tricky<br/>15  - difficult<br/>17  - hard<br/>19  - impossible<br/>20+ - godlike<br/><br/>4) There is now a required number of successes so that the PC can succeed.  If a PC gets 1 success but fails the other one, the effects can vary.  However, normally it results in a 'failure'.  When a PC fails completely and get no successes, it is considered a 'botch' and is a critical failure.  The normal requirement is 2 successes.  Here is a further breakdown of successes.<br/><br/>1  - easy<br/>2  - average<br/>3  - tricky<br/>4  - difficult<br/>5  - hard<br/>6+ - impossible<br/><br/>Let us use Melaine here for an example to let everyone get a general idea.  So our little thief, Mel, wants to pick open a chest.  The evil DM states that the chest has a TN of 13 and requires three successes to open.  So our little thief, Mel, with a Dex score of 9 goes to work on the chest.  She rolls 2d6+9 for her first roll and gets a 16.  This number is higher than 13 so she now has one success.<br/><br/>She rolls 2d6+9 two more times, getting a 17 and 13 respectively.  In the case of a tie, the PC wins the roll.  Since she now has the three required successes, she will open the chest. (YAY!)<br/><br/>If she had failed one of her rolls by getting under 13, she would have failed in opening the lock but nothing bad would have happened.  If she had failed and gotten NO successes, it is a 'botch'.  Either she would have jammed the lock (raising the TN) or set off a trap hidden there (requiring a Dex check to dodge, using 2d6+9 once again).<br/><br/>There is also this variant which I am considering adding into the game.  Normally, a character rolls 2d6 while under pressure (i.e. picking open a door while the guards are coming).  If there were no guards coming, then she could roll 3d6 instead.  However, opening the lock would take TWICE as long representing her carefulness.<br/><br/>Lastly, if she was by an abandoned area where NO one would be coming Melaine could get an automatic success.  The only constraint would be a matter of time.  Generally, an auto-succes takes TEN times as long as it would be to simply roll 2d6.  The DM will assign a time to each task as they feel is appropriate to the matter.<br/><br/>In the lock-pick case mentioned, the times are:<br/><br/>Roll 2d6 - 5 minutes<br/>Roll 3d6 - 10 minutes<br/>Auto suc - 50 minutes<br/><br/><br/><br/>COMBAT SYSTEM<br/><br/>Combat in this game won’t be overly complex, but it will take a bit of time to get used to.  The main learning of combat will take place as we play once characters have joined.  However, in the meantime I will give you a basic idea of what it will be like.<br/><br/><br/>Combat Board<br/><br/>A combat board will open up whenever combat takes place.<br/><br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/><br/>This is a combat board.  On this board, your characters will be positioned, same as your enemies.<br/><br/><br/>*********************************<br/>*********************************<br/>***********B*********1***********<br/>*********T***********2***********<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/><br/>Now, the B here is Bobo.  The T is Tasha.  1 and 2 are bandits.  There will always be a legend below the board to show who is what.<br/><br/>*********************************<br/>*********************************<br/>***********B*********1***********<br/>*********T***********2***********<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/><br/>1=Bandit<br/>2=Bandit<br/><br/>B=Bobo<br/>T=Tasha<br/><br/>Now, we have a board and a legend, telling us who is who.  Now, all characters will already know their own base scores, and have them listed on their posts, with their most current scores.  In the character's sheet, they will have their base scores listed.  As the DM, I will post the stats of the bandits.<br/><br/>*********************************<br/>*********************************<br/>***********B*********1***********<br/>*********T***********2***********<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/><br/>1=Bandit                        Bandit 1&2<br/>2=Bandit<br/>S:7<br/>B=Bobo                          E:5<br/>T=Tasha                         M:4<br/>W:6<br/>HP:16<br/>SP:16<br/>MO:5<br/><br/>If the type of enemy is the same, then the base score might be the same, or they might be somewhat different.  This will be left up to the DM.<br/><br/><br/>Starting Formation<br/><br/>When in the group, characters will be asked how they want their formation to begin whenever they enter a battle mode.  Characters might want the fighters in the front, while the mage, thief, and cleric are in the back.  The character in the back will always be against the board, towards the left.  The other characters will be positioned in respect to this character, possibly being in a formation like this<br/><br/>T F<br/>M F<br/>C F<br/><br/>Or, something like this.<br/><br/>F<br/>C M T F<br/>F<br/><br/>The set up is only limited by the space you have on the map.<br/><br/>Who Goes First?<br/><br/>Now, we come to the initiative rolls.  First the players, then the DM, all make one roll with a 20 sided dice.  The order goes in the highest to the lowest.  This means that if Bobo rolled an 6 and Tasha rolled a 18, then Bandit 1 rolled a 14 and Bandit 2 rolled a 7, the order would be Tasha, Bandit 1, Bandit 2, and then Bobo.  This would be the order in which turns are carried out during this battle, unless a spell is used.<br/><br/>Also, if the group is attacked by surprise, or the group attacks their enemies by surprise, the surprising party will automatically get to go first, before the surprised target can.  If Bobo and Tasha had surprised the bandits, they would get an initial attack (still rolling to see who goes first by the highest rolls), before the bandits could do anything.  Once Bobo and Tasha got their free attack, the bandits would make their own rolls, and it would all go back to normal, with the people who have the highest roll moving first.<br/><br/>Movement<br/><br/>Now that we know who is going first, we can move the characters.  Each character has a set movement rate.  This rate can be altered in the game through magic and magic items, but for now we’ll just use the starting movement rate for these characters.  Bobo, being a fighter, has a movement rate of 4.  Tasha, being a thief, has a movement rate of 5.  The Bandits also have a movement rate of 5.<br/><br/>Now, we will move some of the characters.  An X will be used to show where the character was.  In this case B for Bobo, to show where the character is now.  Before attempting to move the character though, you must first write down where the character is moving from, and to where.  You do this by reposting the legend and map afterwards with their new position.<br/><br/>Note: Characters do not move all at once.  Each character would make their move, and then either attack or end their turn, where the next person would then have their turn.  I just moved everybody at once to speed things along.  Also, bandit 1 could have attacked Bobo in the same turn that he moved, but for the time being he didn’t.<br/><br/>*********************************<br/>*********************************<br/>***********X***B1****X***********<br/>*********X****T*2****X***********<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/>*********************************<br/><br/>B1=Bandit                        Bandit 1&2<br/>B2=Bandit                        S:7<br/>B=Bobo                           E:5<br/>T=Tasha                          M:4<br/>W:6<br/>HP:16<br/>SP:16<br/>MO:5<br/><br/><br/>Attacking<br/><br/>Now we move into combat.  Each character has moved, and it is now Bobo’s turn.  Since Bobo is beside the bandit he may attack.  Bobo has a strength score of 10, so he will now roll 2d6 dice, and add that to his strength score.  Bobo rolls his two dice and gets a 7.  Bobo will now add the 7 to his score of 10 and get 17.  However, because Bobo is a Barbarian, he will gain another +2 to his attack roll, giving him a total of 19.<br/><br/>Now, the bandit must make a save roll.  The Bandit has a strength score of 7.  If the bandit rolls a 12 he will be able to tie Bobo and make a save, the bandit gets to roll.  If the bandit could not possibly match Bobo, then it would be considered an automatic hit.  The bandit takes two 6 sided dice and rolls them.  The bandit rolls a 4, and adds that to his strength score of 7, giving him a score of 11.  This roll is under Bobo’s attack roll, so the Bandit suffers 4 points of damage due to the two-handed great axe Bobo is using.  There will be another section on available weapons in the world.<br/><br/>While Bobo can move if he chooses to, since he hasn’t moved yet, he decides to stay put.  Now, it is Bandit 1’s turn, and so on and so forth.  This is how combat works.<br/><br/><br/>Combat with Magic or Ranged Attacks<br/><br/>Ranged attacks are fairly simple.  During a character’s turn, they state they are making an attack with their ranged weapon: crossbow, longbow, etc.  Then, so long as the target is within range of their weapon, they roll their attack roll, much like how Bobo above rolled his attack roll, with the target of that attack rolling their defense in the same way.<br/><br/>Magic is a little trickier as magic spells can vary in effect and range.  Generally though, a mage or cleric will choose the target of their spell.  The spell list will state how long it takes the mage to cast that spell, usually a round or two.  The mage need not announce who they are casting the spell on, only what spell they are attempting to cast.  After the required amount of turns has passed, and the target of the spell is still within the range of the spell, the mage will release their spell.  The target of the spell must then try and make a magic defense roll using their magic score.<br/><br/>In this case we’ll use Melinda.  Melinda has a magic score of 10.  She wants to cast a magical attack on a bandit, so she announces that she is casting a fireball spell.  She can move before she decides to cast the spell, but not after.  This turn is used to cast the spell.  Now, Melinda must wait till her next turn to release the spell at her target.  Melinda can be attacked while she’s preparing the spell.<br/><br/>During this time, she may defend herself per usual, like being attacked any other time.  However, if she is hit, Melinda loses the spell she was casting.  Assuming Melinda is not attacked, or she is attacked but not hit, on her next turn, Melinda will be able to release the spell at her intended target.  This works just like regular combat, except the magic score is used instead of the strength score.<br/>