RollsRolls will take place on D10s from
a DnD roller, where:
1= Catastrophic Failure (You fail, and fail at failing to fail)
2= Epic Failure (You fail and do extra harm)
3= Bad Failure (You fail and do a little bit of harm)
4= Failure (You fail)
5= Eh (Not good or bad)
6= Success (You succeed)
7= Good Success (You succeed and do a little bit of good)
8= Epic Success (You succeed and do a lot of good)
9= Heavenly Success (You succeed and win while winning at winning)
10= Catastrophic Success (You win so hard that you fail)
All dice rolls can be modified depending on stats. For example, if you are using a magic spell with low intelligence, you could have a negative modifier, requiring you to roll higher to accomplish what you wish to.
Every 5 points in a stat above ten will add +1 to a roll related to it. Inversely, every 2 points below 10 will subtract -1 from related rolls. Points down will round up (7 in strength will still result in a -1 roll), points up will
round down (17 strength will still result in +1)
Such Dice rolls will determine your fate. Understand that consecutive low rolls can/will result in serious injury or death of a character. Just remember
Losing is fun! and you are always welcome to create a new character which will be added to the waiting list.
SkillsSkills may be used as much as desired, but will add a tiredness score to you. When you hit 100 Tiredness, all of your stats will be modified by -3, and all rolls will receive -1. This will last until you rest for one whole turn. Tiredness, as long as it is not at 100, will reduce by ten each turn as long as no special skill is used.
LootGear, for simplicity, will be found in full sets, enchanted or otherwise. Weapons will be much more specific, but any class can wield any weapon (Excluding Bards). Gear material will determine how much endurance it gives you, or how much extra damage the weapon does. (Note: All values equal bonus to rolls)
Leather Gear, Bone Weapon = +0
Copper Gear, Copper Weapon = +0
Iron Gear, Iron Weapon = +0
Silver Gear, Silver Weapon = +1
Brass Gear, Brass Weapon = +2
Steel Gear, Steel Weapon = +3
Weapon typesAxes (1 or 2 Handed)
Swords (1 or 2 Handed)
Maces (1 Hand)
Daggers (1 Hand)
Polearms (Staves, Spears, etc.) (1 Hand)
Shields (1 Hand, paired with other weapon)
Lutes (2 Hands)
Guitars (2 Hands)
Harps (2 hands)
Two handed weapons add +1 to attack rolls, but -1 to movment rolls. Shields Add +1 defense to defense rolls but -1 to movement rolls, All 1-handed weapons may be matched with any other 1 handed weapon.