Medieval & Fantasy Minecraft Roleplaying

Greetings Explorer, Navigate into the Lobby!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Be sure to "Get Whitelisted" to join the community on server!

Stats Mechanics+Details

Status
Not open for further replies.

Lannis

You've yeed your last haw
Staff member
Admin
Server Owner
Core Principles:
  • Rolls do not dictate how a player character thinks, feels, or reacts to something. These are for use in CRP, events, and situations generally outside the realm of normal interaction.
  • Skills should feel rarely reliable in how they reflect character ability.
  • The outcome of rolls still fall within the realm of what’s plausible, and remain contingent on what’s being emoted. A high roll doesn’t allow a sword to cut through a breastplate, and RP should remain the focus with rolls as a tool to ease the decision of outcomes.

Core Mechanics:

General:
Characters have a set of attributes, skills, and skill focuses that reflect their overall ability. When a test in a particular ability is made, the player rolls a number of d6 equal to the sum of the relevant skill and attribute, and compares it to a target number to decide outcome.​

Rolling:
Each d6 made in a roll is compared against a target number to determine if it counts as a success or a failure. The overall number of successes is compared with that of the opponent to decide who was more successful in their efforts.​

Targets and Modifiers:
The roll needed to decide a success is generally 4 (even chances for success and failure), but certain circumstances can change this. Generally, if a character is significantly disadvantaged this number increases by one (5), and if they’re overwhelmingly disadvantaged, it increases by two (6). This can be applied in reverse, where an advantaged character decreases the target number instead, but only one way should be applied for any given roll.​

Experience:
Attributes, skills, and focus are increased by spending experience. Experience is earned by RPing regularly, and caps at a 10 each month. Cost increases with each point spent in a particular ability, and attributes are more expensive than individual skills.​

Attributes:
General traits that broadly characterize a character’s ability. One of these is applied to every roll made, based on which is most relevant to the situation. Attributes cap at 5.​
  • Body: A character’s general physicality. Specific traits such as strength or swiftness are individual skills, this can be considered more as general athleticism.
  • Mind: A measure of a character’s mental acuity and skills learned through academic study. This generally governs skills that apply what you know.
  • Soul: A measure of ‘force of character’ and general ability to influence others and resist such influences themselves.

Skills:
Specific abilities or characteristics that represent a character’s ability in a particular area. Skills cap at 5, outside certain circumstances. The skills here are listed with what attribute they generally go with, but they aren’t bound to any.​
  • Awareness (Mind): A character's sense of area around them, and ability to notice subtle details in the environment.
  • Ranged (Body): Skill with projectiles, such as bows and thrown weaponry.
  • Handling (Soul): Skill in working with animals, such as directing or calming them.
  • Determination (Soul): A character's mental fortitude and ability to keep in control of themselves.
  • Fortitude (Body): A character's ability to endure physically hostile environments, illnesses, and toxins.
  • Medicine (Mind): Knowledge of mundane healing and skill to apply it.
  • Might (Body): A character's raw physical strength and skill in utilizing it.
  • Evasion (Body): A character's reflexes and ability to dodge.
  • Stealth (Body): A character's affinity with hiding and moving quietly.
  • Survival (Mind): Skill with tracking, foraging, and wilderness survival.
  • Grappling (Body): Familiarity with fighting unarmed, both striking and wrestling.
  • Melee (Body): Familiarity with melee weaponry, and skill with their use.
  • Guile (Soul): A character's affinity with deception and trickery.
  • Thievery (Mind): Skullduggery, such as taking things unnoticed or bypassing locks.
  • Lore (Mind): A character's familiarity with scholarly pursuits, and likelihood of having some specific knowledge about the world.
  • Intimidation (Soul): Ability to frighten people and animals by force of demeanor alone.
  • Crafting (Mind): A character's knack for learning crafting skills and making things on the fly.

Focus:
A specialized focus in a particular skill. Each point of focus gives a flat modifier to specific dice, automatically allocated to get as many to reach the success DC as possible. Focus must be declared for a specific topic somewhere on the character sheet or profile, such as “Melee: Longwords” or “Lore: Ancient History” and shouldn’t be applied to tests not relevant to that specific choice. Caps at 3.​
 
Last edited:

Lannis

You've yeed your last haw
Staff member
Admin
Server Owner
Specific Mechanics:

Weapon Ladder:
Certain weapon matchups are advantageous for one or the other, generally based on size and reach. Each ‘step’ along the ladder should generally equate to a point of advantage (see ‘Targets and Modifiers’), up to a maximum of two, unless reasonable circumstances offset this. A greatsword in a narrow hallway may not be particularly advantaged against a shortsword, a polearm isn’t as effective as a dagger in a wrestling match, etc. Generally use common sense.​
The categories broadly follow whether something is a 'main weapon' or otherwise equivalent. The general rule of thumb is that if it can be comfortably wielded in the offhand it counts as a sidearm, but if it takes both hands to fully utilize the weapon/weapon pair it counts as a main weapon. The rules of logic still apply; despite being wielded with one hand a rapier isn't strictly inferior to a longsword in a duel, and holding a dagger in each hand won't make it any less of a terrible idea against a spear. These are guidelines, apply them when it makes sense.​
CategorySample WeaponsCrafting Equivalent
UnarmedFists-
Sidearm (One Handed)Dagger, shortswordShort Sword, Short Weapon
Main Weapons (Two Handed)Polearms, longsword, sword and shieldMedium Sword/Short Weapon + Shield, Large Sword, Polearm



Armor:
Armor has its own set of rules, seen here.​

Age:
Character age is categorized as one of three classes: ‘child’ (0-12), ‘teenager’ (13-18) and ‘adult’ (19+). Each step of difference between two characters equates to a point of advantage for contests involving physical skills, or those that otherwise involve a degree of technical expertise gained from experience. For example, a 10 year old trying to swordfight a trained adult rolls at overwhelming disadvantage. This template should only be applied when there is a significant age difference, i.e a character that turned 19 a week ago doesn’t have any particular advantage over a character that turns 18 in a week.​


Exceptional Circumstances:
As mentioned with armor above, the likelihood of an outcome can’t always be captured by the relatively small windows in roll mechanics. In situations that are exceptionally difficult, the target number of successes needed to hit the attempted outcome can be adjusted directly. For example, the feasibility of shooting an arrow into the visor of a knight from across the battlefield shouldn’t be represented by a straight contest, even at an overwhelming disadvantage. In cases like this, the knight and archer may agree upon a specific number of successes needed for the shot to work rather than do a straight roll contest.​
 
Last edited:

Lannis

You've yeed your last haw
Staff member
Admin
Server Owner
Examples:

The mighty wizard, Tim, has been ambushed by Arthur the knight. Arthur swings and Tim tries to dodge, for which they roll Tim's Body (2) + Evasion (4) against Arthur's Body (4) + Melee(4).
Neither are particularly advantaged, and so both roll against a DC of 4 for each die.

Arthur rolls:
6-5-5-4-3-3-2-1

Tim rolls:
6-6-5-5-4-3

Tim got very lucky, and manages to just dodge Arthur's swing. He then tries to retaliate, conjuring a sword to his hand and swinging it for Arthur's chest. Tim rolls Body (2) + Melee (2), as Arthur tries to dodge and rolls Body (4) + Evasion (2). Arthur is armored, and so Tim must try to stab for a weak point and thus takes disadvantage. His DC increases to 5 for each die.

Arthur rolls:
5-5-4-4-3-1

Tim rolls:
5-4-3-2

This was a poor idea, and Tim doesn't accomplish much. Tim then tries to cast a spell, to throw a curse at Arthur that will turn him into a child. (Tim is a mighty wizard.) For this Tim rolls Mind (5) + Ranged (3), as the spell is an aimed projectile that shoots to where his mind wills it, and Arthur rolls again to evade.

Arthur rolls:
6-5-5-4-3-2

Tim rolls:
6-6-5-5-4-3-2-1

Arthur is struck and shrunk by Tim's spell, shrinking down to the size of a child. Tim is now overwhelmingly advantaged against him in physical contests, despite his being a relatively frail wizard, and his DC is 6 for each die. His sword too large for him to wield, Arthur resorts to using his fists. Arthur has a point of focus in grappling, adding a +1 to one of his rolls. Tim tries to ward off the Arthur with his own hands. Arthur rolls Body (4) + Grappling (3) with focus, and Tim rolls Body (2) + Grappling (1)

Arthur rolls:
[5+1]-5-4-3-4-3-3-1

Tim rolls:
4-4-3

Better luck next time, Arthur
 
Status
Not open for further replies.
Top