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Complete Short Rules

PostPosted: Wed May 26, 2010 8:16 pm
by Chris Johnstone
Hi everyone,

One of the goals I've set out for Spellwoven is that the core skeleton of the rules should be summarizable on 1 (maybe 2) pages of terse text. For a free game, where the learning curve can be steep and getting people to play can be a struggle, I like the idea of a long-format game coming with a complete quick-reference swot sheet.

To that end I've mocked up the key rules as they stand. I'll pop some of the summary rules into a second post below.

The object of Spellwoven is remains a bit fuzzy, but I'm going to do my best to take Rob's advice and see if I can work out a clear objective from the start. I'll start with some general points I want to hit:
- Thematically true to Tolkien's Middle Earth without actually infringing on copyright
- A basic Tolkienesque setting that a Tolkien purist could use to run a game in a setting that was closely based on ME
- An expanded rules set that includes optional player races, monsters, magic, histories, personalities and setting stuff that is Tolkienesque in theme, but not in detail.

Some specifics
- Subtle magic
- Magic that operates through an understanding of the laws of all things: elves don't perceive magic as 'magic' per se, but as a part of their own natural understanding of things
- A freeform 'bounded' magic system
- Unbalanced races: Elves really are sort of perfect
- Rules for creating magical objects that makes sense in a ME-esque setting
- Rules for using (or being used by) magical objects in a ME-esque setting
- Rules medium overall. Fast resolution.
- Interesting combat rules, but not too complex
- Cinematic rules in general: I want most of the monsters to be one-shot kills so that heroic characters can plough through a mob of orcs
- Classes, levels and races: It's old fashioned, but there are strong positives associated with the traditional structure of a C/L/R based game.
- A task and level system: Encourages character niches and cinematic play. No Exps. I'll post this reasonably soon. It's basically done

At this point, none of my goals are set in stone. I'm happy to discuss, discard and rework.

I don't have a short pitch yet, though I am working my way towards one.

Chris

Complete Short Rules #1 Chargen

PostPosted: Wed May 26, 2010 8:19 pm
by Chris Johnstone
These are the complete short rules for basic Chargen. Comment as pleases you.

---

Character Creation
Folk: Pick from Man, Elf, Dwarf, Halfling or Half-Orc.
Elf +2 Lore, +1 Willpower
Dwarf +2 Fighting, +1 Vigilance
Halfling +2 Quickness, +1 Subterfuge
Half-Orc +2 Fighting, +1 Subterfuge
Man +2 Worldliness, +1 Fighting

Class Bonus: Pick one. Where (X Sta.): stamina cost invoked on use (Classes are restricted to races in brackets).
Armiger: +2 wound rank for one attack (1 Sta.)
Bard: Can cast Lesser Magic Spells (see below) and +1 wound rank for one attack (1 Sta.).
Champion: Attack X times in a round, where X=Quickness. Reduce all wounds inflicted by one rank (1 Sta.).
Crafter: Can make enchanted items with appropriate time and materials
Folk-Hero: Change a failed roll to a success (1 Sta.).
Guardian: Increase natural AR by 3 (passive).
Huntsman: Hide perfectly in wilderness (1 Sta.).
Loremaster: Character can cast magic spells (see below).
Rogue: Automatically dodge an attack (1 Sta.).
Sneakthief: Hide perfectly in shadows or dark (1 Sta.).
Warden: No penalty fighting multiple opponents (passive).

Attributes
Allocate ranks, one (worst) to four (best).
Mind: Intelligence, wisdom and wit
Presence: Social powers, charm, manipulation
Quickness: Agility, speed and dexterity
Sinew: Brute strength and endurance

Attribute Test: Roll a d20 dice pool equal to your Attribute being tested. Roll 3 or under to succeed (5 is the default difficulty. One pass needed to succeed).

Skills
All skills start at 3. Spread 6 points.
Archery (Q): Ranged combat
Charm (P): Social charisma and persuasiveness
Craft (M): Making things
Evade (Q): Dodging or parrying
Fighting (S): Close combat and battle
Fortitude (S): Strength and endurance
Lore (M): General knowledge
Ranging (M): Track, forage, hide in wilds
Sport (S): Climbing, horse riding, swimming and running.
Subterfuge (Q): Hide, sneak and traceless movement
Thievery (Q): Picking locks, disarming traps, pilfering
Vigilance (M): Awareness and perception
Willpower (M): Strength of mind and determination
Wit (P): Quickness of mind, social cunning
Worldliness (P): Urban skills, street-wise, haggle

Skill Test: As with Attribute Test, except applicable Skill Level becomes the level of difficulty (i.e. to attack in melee roll Sinew+Fighting, where Fighting=diff.)

General
Toughness: (Tou.) Start with maximum (equal to Sinew+3)*
Wound Threshold (WT) Sinew 1 = Moderate. Sinew 2 = Severe. Sinew 3 = Grave. Sinew 4 = Critical.
Stamina: (Sta.) Start with maximum (equal to Sinew+1)*
Power: (Pow.) Start with maximum (equal to Mind+1)
Wealth: Measured in silver pieces (sp). Set by Gamesmaster
Equipment: Purchased with starting Wealth. Equipment list provided by Gamesmaster

* That's not an error. Toughness and Stamina are different things. Toughness (closer to hit points) may be eliminated, as it's not doing currently (I've opted for a wound-based damage system instead).

Advancement
Pick one: Enjoyment, Favour, Feats of Magic, Glory in Battle, Heroics, Honour, Justice, Power, Renown, Riches or Wayfaring (see full rules for details on Advancement).

Re: Complete Short Rules

PostPosted: Thu May 27, 2010 2:30 am
by SheikhJahbooty

Re: Complete Short Rules

PostPosted: Thu May 27, 2010 5:25 pm
by Chris Johnstone

Complete Short Rules # 2: Conflict Resolution

PostPosted: Sun May 30, 2010 7:41 pm
by Chris Johnstone
What follows is the short rules section for Combat, Injury and Healing...

The Injury and Death rules need to be shortened for inclusion in the 1-2 page basic rules summary.

###

Combat
Round: Arbitrary period of time in which all characters take one turn.
Order: Roll d20+Quickness. Highest goes first, then next-highest etc. Re-roll ties.
Close Combat: Roll Sinew+Fighting. One success needed to hit.
Ranged Combat: Roll Quickness+Archery. One success needed to hit.
Dodge: Once per round for free. Roll Quickness+Evade to dodge. Can dodge more than once per round, but costs 1 Sta. for each extra dodge regardless of success.
Multiple Opponents: -1 to all skills per additional enemy

Wound Rating (WR)
Base damage dealt by a weapon: Minor, Moderate or Severe
Weapons: Start with two weapons that suit your character.
Small e.g. dagger, hunting bow...Minor WR
Large e.g. sword, longbow...Moderate WR
Two-Handed e.g. two-handed sword...Severe WR

Armour Rating (AR)
You Character's natural armour is equal to your Sinew score. Worn armour adds to total AR.
Leather: +1
Scale: +2
Chain: +3
Plate: +4
Helm: +1
Quilt: +1
Furs: +1
Breastplate: +1
Shield, small: +1
Shield, large: +2
Quilt, furs and breastplates can be worn over other armour.

Injury, Death and Healing
Attacks inflict a base Wound Rating, Minor, Moderate or Severe. When hit, compare your AR to the relevant combat skill of your attacker. If your AR is less than the combat skill then Wound Rating is increased by one level. If you AR equals the combat skill then WR is unchanged. If your AR is greater than the combat skill, then WR is decreased by one level (Minor wounds can be entirely negated in this way).

For example, you have an Armour Rating of 12 and are attacked by an enemy with a Fighting Skill of 10 using a Severe weapon. Your attacker hits you, but because your AR is greater than your opponent's Fighting Skill, you take a Moderate, not Severe, wound.

Wounding: Characters have the following wound slots: Minor = Three, Moderate = Two, Severe = 1 and Mortal = 1. When injured, mark the appropriate wound on your sheet. If the slots are full, the wound is bumped up a rank. For example, if you take a Minor wound, but have already suffered three Minor wounds, the wound becomes Severe. The Character Sheet depicts Wound Slots as follows:

Minor.......O O O
Moderate...O O
Severe......O
Mortal.......O

Unconsciousness: If you take a Severe wound, test Sinew+Fortitude. If you fail, then the Character is knocked unconscious until at least one Wound is healed.
Disease: Lose 1 Toughness per day until cured.
Poison: Lose 1 Toughness per hour until cured.
Falling: Lose 1 Toughness for first 10m, 2 for next 10m, 4 for next 10m etc.
Drowning: After minutes=3+Sinew, lose 1 Toughness/rnd
Fire: Lose 1 Toughness/rnd
Exhaustion: Collapse from exhaustion at zero Stamina.

Death
Death occurs zero Toughness and on suffering a Mortal Wound.

Minions and weaker enemies have a parred back Wound Sets. A lowly goblin of the mines might only have the wound set:
Minor....O
Mortal...O

More dangerous, supernatural elder and terrifying entities will likely have much more elaborate wound sets, including a special category, 'Critical' which falls between Severe and Mortal and is only allocated to supernatural creatures. Fangoroth, the Golden Fire-Drake of Achenfell might have a wound set:
Minor........O O O O O O O O O
Moderate....O O O O O O O
Severe.......O O O O O
Critical......O O O
Mortal.......O

In this case, the critical wounds must fill filled up before the Mortal Wound is inflicted. Weapons never have a base damage of Mortal or Critical. A one-hit kill however, even against the dragon outlined above, can occur with sufficient luck on the attack roll.

Rolling a 'natural 1'
A roll of a natural 1 on an attack roll increases the Wound Rating of your weapon by one rank. Two natural 1s add two ranks to Wound Rating and so forth. For example, if you attack with a dagger that has a base Minor Wound, and roll two natural 1s, the damage is increased to a Severe Wound.

Roll a 'natural 20'
When a Player rolls a natural 20 in an attack, this indicates that the attack has been fumbled or gone awry. A natural 20 can be cancelled by a natural 1 in the same roll, but if this does not happen, then your attack automatically misses. When a natural 20 is cancelled by a natural 1 in this way the normal bonus from rolling a natural 1 is not gained.

Healing
Recover one Toughness per day of rest
Recover one Wound per week of rest. The least severe wound is healed first.
Recover Stamina equal to Sinew per hour of rest
Recover Power equal to Mind per day of rest

###

Hope that all makes sense. The wound system is aiming to achieve the feel of a cinematic or fantasy-literature battle where mostly, the heroes will strike down minor enemies left, right and center and only have to pause when they face something really terrifying. Any comments welcome.

Re: Complete Short Rules

PostPosted: Mon May 31, 2010 5:17 am
by SheikhJahbooty
I think the weakness here is the dodge.

Perhaps you could add a lot of tactical options for the players and shorten the rules while you're at it, if you just use a general helping and hindering rule.

Let's try this for now.

Whenever you make a skill roll, the value of your highest die that is still under your skill level is the level of your success.

The level of your success can be added or subtracted from any future roll that it could conceivably help or hinder.

So you roll defense right before your opponent rolls attack. If you succeed on the defense roll you get to lower his attack skill. Like if you're using a shield, you roll your sinew dice to try to get a value under your evade skill. The highest result that is still under your evade skill is subtracted from the archery skill of the guy trying to put an arrow in you.

Also, don't make people pay one stamina for each extra defense roll. Make them pay one stamina for each extra thing they want to do in a round. A defense roll, another action, and one more action for each stamina point spent.

You don't need a modifier for getting teamed up on because the very small amount of stamina (2 - 5 points) and the temptation to use stamina to buy an extra attack in a round would make it so that players will try to have their characters fight in teams, and fight against characters in smaller teams.

Getting rid of the penalty for getting teamed up on is good because then you can use this game for bronze age adventures (Try to find the penalties for a chariot driver, spear man, and shield man attacking a squad of 7 orcs with spears.) But then the Guardian class needs to be tweaked to bring the power of it's abilities back down to the level all the other abilities are at.

Re: Complete Short Rules

PostPosted: Tue Jun 01, 2010 4:45 pm
by Chris Johnstone

Re: Complete Short Rules

PostPosted: Thu Jun 03, 2010 8:23 pm
by SheikhJahbooty

Re: Complete Short Rules

PostPosted: Sun Jun 06, 2010 11:07 pm
by Chris Johnstone
I've had a play around. It works fine, and is actually much more straight-forward than I'd initially imagined. I read through the Dominion rules some years back, but they didn't jump to mind. I'll have a re-look over them.

Anyway, the last and final bit of the complete short rules: Magic

Spellcasting
Magic is freeform. Lesser spells have no effect on the game plot or story (e.g. a minor attack in battle, lighting candles, minor illusions. Greater spells have some effect (e.g. killing a minor opponent, creating a bridge over a river, minor healing). Elder spells have significant effects on plot (e.g. killing many minor opponents or one major enemy, misdirecting an army using mists, breaking open a fortress).
Cost: If Cost < Power: spell is cast automatically, no cost. If Cost ≥ Power then Test of Mind+Willpower is needed, and reduce Power by 1.
Casting: Always within line of sight.
Resisting: Goetia, such as enchantments (mind-control) or illusions (trickery) ,can be resisted. Test Mind+Willpower to resist.
Armour: Cannot defend against magical attacks
Theme: Pick a theme (e.g. Air and Storms ▪ Birds and Beasts ▪ Ice and Snow ▪ Insight ▪ Darkness and Shadows ▪ Earth, Tree and Leaf ▪ Fire, Smoke and Light ▪ Water and Rains). When you describe a spell so that it matches your theme: reduce Cost by 1 (cannot drop below zero).
Armour: Adds to Cost. Extra Cost of casting =AR from armour.

Lesser Spells: Cost 1 / 1× minor wound attack / cannot heal / enchantments or illusions last while mage concentrates
Greater Spells: Cost 5 / 2× severe wounds attack split any way (or similar) / heal 1 wound / enchantments or illusions last hours
Elder Spells: Costs 10 / 2× critical wounds attack split any way (or similar) / heal 3 wounds split any way / enchantments or illusions are permanent.