Tuesday, October 16, 2012

Fantasy Core RPG--Additional Rules


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.

Experience Points (XP)

A player may exchange XP to directly influence events. The Ref does have the option of narrating the character's condition after the use of XP (such as unconsciousness, left for dead and captured, or even permanent ability decreases).  Loss of XP does not change the character's level, but the XP will have to be earned back through adventuring.  Only characters have XP.  The Ref can always use dramatic license for an NPC. 

1 XP can be used to change fate under these conditions.
May be used to make a skill use a success.
May be used to make a physical feat a success.
May be used to make a Saving Throw successful.  This can be used for stabilizing Saving Throws also, but should come with permanent complications, such as an ability score decrease.
May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or someone suddenly appearing to save the characters from a problem (definitely comes with complications).  This option may only be used once per adventure session for the entire group.

XP may not be used to make an attack roll or Spell use successful.  It cannot be used to negate the negative effects of blowing a Ceremony spell.

SKILLS

Roll 1d20.  Add appropriate ability modifier.  Add 1/2 level if allowed.  Add in additional modifiers if more than one character is attempting the task (if allowed).  Match or beat the Difficulty Class (DC) number.

Hard task DC 12, Very Hard task DC 18

These are suggested target numbers.  The Ref may increase them based on the situation.  Don't roll for simple tasks (below DC 12) and anything above DC 18 should be ruled impossible. 

Physical Feat: Pick an appropriate ability (or average of two) and add the bonus to the roll. Examples: jumping (Str + Dex), force door (Str), snatching something out of mid air (Dex), resist cold, fire, smoke (Con).  If appropriate, additional assisting characters may add +1 to the roll, if they have a bonus in the ability.

Trained Skills: Generally, unless the character has the training, they will not have any reasonable chance of success and will need to hire a professional.  These would be skills such as appraiser, sage, craftsman, carpenter, husbandry, torturer, smith, entertainer etc.  Essentially skills that someone could make a living at.

Skills of Other Classes: Characters may attempt skills such as Stealth using the same ability bonus, but will get no level bonus.  Also there are other mitigating factors, such as the wearing of metal armor while attempting Stealth is an automatic failure.

Monster and NPC Skills: If there is a sudden need to determine for a skill, generally use 1/2 HD or 1/2 level as the bonus.  If the monster or NPC has a noted ability, add an ability bonus for that as well.  Note that Stealth and Detection are always rolled by the characters.  Monster/NPC abilities and skills modify the DC for the character's attempts.

Specific Skill Notes:
● Stealth: Is the skill representing hiding and sneaking.  A successful skill check is first needed to surprise attack under normal circumstances.  For an ambush with more than one character, the one with the LOWEST Stealth ability rolls for the group.  However, each character with the Stealth class skill in the group adds +1 to the roll.   The Stealth DC is 12 + Detection skill, if known.  If the victim has enhanced senses or is on heightened alert, set the DC at 18.

● Detection of Ambushes: The character with the highest Detection skill rolls for the group.  Each character with the Detection class skill in the group adds +1 to the roll.  If successful, normal initiative is rolled.  If not, the attackers gain a free rd of action.  The Detection DC should be 12 + Stealth skill of ambusher. 

● Detection of Traps: The character with the highest Detection skill rolls for the group whenever a trap is encountered.  Anyone else with the Detection skill adds +1 to the roll.  If the group is actively searching for potential traps (at walking movement rate), a successful check finds the trap before anyone has passed it.  If not searching but a Detection roll is made, either the first person in line has stepped on the trap, but not yet set it off, or a random number of characters have first stepped over it without setting it off, whichever is appropriate.  A Disarm Trap attempt (if the skill is available) will need to be made to stop the trap from going off.  Whether searching or not, a failed roll means the trap has gone off, either upon the first person in line or a random character in line, whichever is more appropriate.  Figure the Detection DC at 12 for a fairly crude, average trap, 18 for well-hidden trap laid by a master.

● Find (Secret Doors and items): These must be actively searched for for 1 turn in a small area or room, 2 or more in larger areas. The character with the highest Detection chance rolls for the group.  Anyone else searching with the Find skill or at least +1 Int and + 1 Wis bonuses adds +1 to the roll.  Multiple searches add +1 to roll up to +3 per day.  Figure the Detection DC at 12 for a fairly simple secret, 18 for well-hidden secret created by a master.
         



MISCELLANEOUS RULES

Buff Spells, Anti-buff spells, and Potions: This refers to magical enhancements to the caster's or another's abilities.  Only one may be in effect at a time.  Another buff or anti-buff spell cast upon someone already under the effect of a buff, will simply cancel out both effects, regardless of the spells.  For simplicity's sake, assume a buff taken before combat or an action lasts for the encounter and ends after it is over.

Encumbrance
Assume a carrying capacity of about 5 lbs. per Str point.
A character is considered heavily encumbered if wearing heavy or medium armor or carrying over half of their total capability.
50 gold pieces = 1 lb.
Chain Mail = 40 lbs.  Plate Mail = 50 lbs.

Movement
For lightly encumbered characters.
5' movement in a combat round.
40' walking in a round.
400' walking in a turn.
4 miles walking in an hour.
32 miles walking a day.

Characters may sprint at 3x walking speed for 1 rd/Con point.  After that, they must rest/walk for rds = to their Con before running again.  For longer distances, a character may run at double speed for an hour.  A DC 12 Con check is required after the second hour, DC 18 after the third.  If the check is failed or after 4 hours, the character must completely rest for the remainder of the day.   

Heavily encumbered characters move at 1/2 the light rate.  A group may only move as fast as its slowest member and still stay together.  


Mounted: 6 miles/hr, 48 miles/day, lightly loaded, 1/2 if heavily.  Sprinting and running work the same.  Assume a +6 Con bonus for a horse. 


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