Time - A turn represents four hours. Eight hours of sleep is expected, so there will be four day turns, and then most characters will sleep. Your character cannot go more than 20 hours since sleeping before experiencing a -1 penalty to all actions, meaning you can take 1 turn into the night before needing to sleep, but then you will sleep for 8 hours, meaning you will sleep through the first turn of the next day. If you sleep in unprotected place you will have a chance to be attacked or have a similar bad thing happen to you. Going to an inn or somewhere else to sleep does not count as an action, so your fourth turn of the day can be
Work for the blacksmith for four hours, and then sleep in the inn.
Weather – At the beginning of each game day I will use
Weather Generator to set the weather for the day, which can effect characters in many ways. The parameters for this will be determined by where you are. For example, the Aethellian Coast is a temperate region, you will begin in spring time, and it is an enchanted forest so the chance for something magical to happen is uncommon, not rare. Seasonal changes are something I’ll deal with if this is successful/goes long enough.
Combat – Combat will be resolved during turns, as it doesn’t take four hours to swing a sword. I’ve found the standard rolls to be a little coarse for determining this sort of thing, so I’m going to use d100 for percent to hit and it will look something like this:
Strike chance = 60% + 4*(Attacker Dex – Defender Dex) + Hit Modifier –Dodge modifier
Chance to get past block = 100% - (Defender block chance - 5*(Attacker Str – Defender Str) +Block modifier – Block-break modifier)
Efficacy of blow = 1d6
I’m going to be developing this system over the next couple days, and I promise I will have it set in stone by the time first combat rolls around. I think I’m going to give a natural 60% to hit, augmented by difference between your agility and your opponents, as well as abilities and equipment. The chance that you do not land your hit will be divided into dodging and blocking, with a strength roll allowing the aggressor to possibly break a block. We’ll see where my thoughts take me, I’m just trying to get a more refined system.
Conversation – Any nonviolent interactions with NPC’s will also be resolved during turns. Charisma rolls will be necessary to convince the NPC to help you, even if that just means telling you what you want to know, and too low of a roll may result in irrevocably offending them. Every 3 points in Charisma above 10 result in a beginning +1 relationship with the NPC. Every time your side is submitted to the conversation, a d6 will be rolled. Bartering will work similar to below, except instead of responses they change their offers. Initial offers will always be based on your relationship when you approach them.
1 will end the conversation, with a -2 to relationship.
2 will be -1 to relationship, and unhelpful response
3 will be -1 to relationship, and barely helpful response
4 will be no change in relationship, and fairly helpful response
5 will be +1, and a helpful response
6 will be +1, and they’ll just compliment you incessantly and forget your question, or whatever else I feel like at the time
Note: An NPC will never tell you something they don’t know, regardless of the roll
Other Actions Everything else will have fairly standard d6 rolls.