Performing actions:The majority of the game’s actions will be done by rolling off against the given action difficulty. Each major action excluding basic actions such as eating, walking, picking up things,etc in normal conditions do not require you to roll for anything they are always successful unless you are somehow impended from performing them.
You cannot walk if your legs are tied, cannot jump if the ceiling is too low and so on. Attempting to perform things outside of the norm, such as walking on an icy slope will require you to roll to not slide off the slope. Items like spiked boots will negate the need for this roll and automatically pass it.
Stat actionsActions which require one of your stats, will incur a roll off against your stats to see if you succeed in performing that action.
A roll off is taking your current stat, looking at which tiers the stat fits in (So a STR stat of 7 fits into the medium), taking the maximum of that tier and then having to roll equal or lower than your stat. So in this case, a medium roll would be having to roll a 7 or lower on a d10.
Upon success an additional roll will be made for how big of a success it is, this roll can explode into additional tiers. Stat based actions come in 6 difficulties. If your stat is equal or higher than the maximum roll, you automatically pass the action.
Difficulty | Minimum req. stat | Maximum req. stat |
Easy | 0 | 5 |
Medium | 6 | 10 |
Hard | 11 | 15 |
Very Hard | 16 | 20 |
Master | 21 | 30 |
Godly | 31 | 50 |
Basic stats go from 0 to 20, anything beyond that will require some form of self buffing from spells, abilities, potions or any other magical effects.
Successfully passing a roll-off, means you get to roll on the success chart with exploding results.
Rolls | Name |
1-5 | Lesser success |
6-10 | Regular success |
11-15 | Good Success |
16-19 | Great Success |
20 | Explode! Go to next chart. |
Rolls | Name |
21-25 | Expert Success |
26-30 | Heroic Success |
31-35 | Epic Success |
36-39 | Legendary success |
40 | Explode! Go to next chart. |
2 charts are enough for now, if someone overshoots beyond that, I will make additional ones until the degree of success is reached.
For NON-stat actions the following rules apply.
1a.Action Dice rolls.In this RTD, you have two action types; Free Actions and Standard Actions. You can perform as many Free Actions as you like (within reason) and there are no rolls involved; you just succeed (or fail if it's impossible). Free Actions include (but are not limited to) communicating, moving around, picking things up, dropping things and so on.
Standard Actions( Typed in
bold) are the meat of RTD; you may perform one Standard Action per turn and they require a roll to see how well you do, the rolls are as follows;
0 -
Godly Fail. At this point, you're probably dead, have taken someone else with you and made the entire world a whole lot worse. Pray that you never receive this.
Only achievable with a penalty. 1 -
Epic Fail. You've failed beyond human proportions, whatever happens here... You hope that you survive it.
Only achievable with a penalty. 2 -
Big Fail. That didn't work, and you just made things worse as well!
3 -
Regular Fail! You didn't succeed in doing what you wanted, also try not to hurt yourself.
4 -
Lesser Fail. That didn't work try again.
5 -
Lesser Success. You accomplished what you intended to do, but you didn't do anything spectacular and practically didn't learn anything. (No skill points gained)
6 -
Success. You succeeded into doing what you wanted and learned something in doing so! (+1 skill points)
7 -
Small overshoot. You overdid yourself and learned quite a lot without any harmful effects. (+2 skill points)
8 -
Big overshoot. Whoops, you went a wee bit too far. The result is definitely what you wanted to, but with some unintentional side-effects; like you targeted the enemy cultist and blew up the entire city. (+3 skill points)
9 -
Epic Overshoot Your action matches the acts of the heroes in legends but so does the overshoot. (+3 skill points)
Only achievable with a big bonus. 10 -
Godly Overshoot The gods tremble in your presence as your actions has reached even the gods themselves, whatever you did it is beyond good. The overshoot however is vastly bigger than you have imagined, your hope is that it's good. (+4 skill points)
Only achievable with a big bonus. Anything below 0 or above 10 is treated as a 0 or 10 respectively.
You can get bonuses from many sources, including drugs, skill training (see below), good equipment and random circumstance.
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1b.Skills are another part of RTD; Skills can be anything. There's no list of skills and the only way to see if you can learn a skill is to try it.
Skills have 12 levels, each level requires more XP than the previous level.
Dabbling - 1
Novice - 2 (+1 bonus if the die rolls a natural 1)
Competent - 4 (Static +1 to all rolls)
Skilled - 7 (Static +1 to all rolls, successes are improved.)
Adept - 11 (Static +1 to all rolls, extra +1 if the dice rolls a natural 1, successes are improved.)
Talented - 16 (Static +2 to all rolls, successes are improved)
Professional - 22 (Static +2 to all rolls, successes are greatly improved.)
Expert - 29 (You may choose to take a +1, +2 or +3 bonus to your rolls, successes are greatly improved.)
Master - 37 (You may choose to take a +1, +2 or +3 bonus to your rolls, successes are substantially improved.)
High Master - 46 (Static +3 bonus to all rolls, successes are substantially improved. You cannot Overshoot.)
Grand Master - 56 (Static +4 bonus to all rolls, successes are massively improved. You may choose to Overshoot, or not.)
Legendary - 75 (You choose which number you roll from 0 to 10.)
You get bonuses at different skill levels as well. Note that each bonus replaces any previous bonuses.
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1c.WEWNDS! Invariably you will meet people who are not very nice and who will try to hurt you, and whom you will try to hurt. You will be engaged in conflict and some of you will be hurt. These are the wound levels;
Lightly Wounded - Don't worry about it. You'll recover with a short rest and take no penalties. Just try not to get hit again.
Moderately Wounded - Ow. You take a -1 penalty to any rolls you make with this body part and may suffer some extra penalties if the part is important (like your brain). You'll heal after you take a fairly long rest.
Broken - Aaah! -2 penalty to any rolls made with this body part. Can only apply to brittle parts (like bones). Worse still, this will not heal by itself; you're going to need medical attention!
Mangled - Damaged beyond recognition. You'll be copping at least a -3 penalty to anything you try and use with this limb, and will probably be suffering a butt-ton of extra effects. Like Broken, this will not heal by itself.
Lopped Off - It's gone! Holy hell it's gone! You can't do anything that requires this part, and if it's an important part (like, say, your head) you are now dead. Worse still this cannot be healed by mundane means, and will require at least an Incredible success to fix!
There are also a number of status effects which may vary from time to time, i'll explain each effect when it turns up.
2a.Combat works in the following way.
Roll a dice to see if you hit your target
(optional), If your enemy is able to dodge, roll to see if he dodges/blocks your attack.
Roll a dice to see if it will critically hit.
Swinging a sword is one thing, but hitting something with that swinging sword is another. To see if you hit something you need to look at this chart. For melee it’s called to hit and for ranged it’s called accuracy.
To hit/Accuracy table:
(1)Miss: You completely missed your target.
(2)Block : The enemy blocked your hit.
(3)Glancing Hit : You barely hit your target, but the damage is lessened, 0.8x damage applies.
(4)Successful hit: Regular hit, normal damage applies.
(5)Crushing Hit: You strike a weak spot, 1.2x damage applies.
(6)Epic Hit :
You perfectly strike your opponent, you get to roll on the critical hit chart. If you succeed you do 2x damage, if not you do 1.4x damage.The damage applied takes your weapons damage and amplifies it by whatever your rolled.
2b. Fortunately you don't have to get stabbed but unfortunately neither does your opponent since both of you can attempt to dodge or even parry. Dodging is simple, you either dodge, parry or you don’t dodge. You can dodge into something unfortunate, but I will assume that you will always dodge towards the least dangerous way.
(1) No dodge: You failed to dodge.
(2) No dodge: You failed to dodge.
(3) No dodge: You failed to dodge.
(4) Dodge: You dodged the attack:
(5)Dodge: You dodged the attack.
(6)Parry: You parried the attack and counterattacked.
Parrying an attack invokes an additional attack which cannot be dodged or blocked by mundane means since the target failed that part already. Successful hits cancel whatever the target wanted to do after trying to hit you.
Also when your opponent rolls a 1 or 2 on the to hit table, and you roll a 4 or higher on the dodge/block roll, you get off a free parry.Successful parries give you +3 to the damage done.
2c. You epic hit your target, he failed to dodge, can it get any better? Hell yeah it can, critical hits! Now you can utterly kill your target instead of ‘simply’ killing. Like dodging, you either critically hit or you don’t. Since it drastically increases your damage, they won’t be easy to get.
Before you look at the chart do any of these 2 situations apply to you?
Did you roll a 6 and the attacker a 1? Your attack automatically critically hits.
Did you roll a 1 and the attacker a 6? The attacker's parries and critically hits you.If neither of these situations apply look at the chart below.
(1) No critical hit.
(2) Critical hit.
(3) No critical hit.
(4) No critical hit.
(5) No critical hit.
(6) Critical hit.
(7) No critical hit.
(
No critical hit.
(9) No critical hit.
(10)Critical hit.
(11) No critical hit.
(12) No critical hit.
Critical hits increase the damage done from 2a by 2x instead of 1.4x. Some weapons, passives or perks can increase this to higher values.
If you have a to critical modifier, like +1 to critical hits, and you roll a 3 then it will not increase to 4 where you don’t get a critical hit.
2d.Charges: When you surprise the opponent and charge him, you will get the first hit and a
+1 to your to-hit1 shot, 1 kill: When you successfully sneak up on someone and either shoot or stab him you immediately get to roll on the critical hit chart!