Medieval & Fantasy Minecraft Roleplaying

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Detailed Mechanics

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Lannis

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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 d20 plus a modifier equal to the sum of the relevant skill and attribute, and compares it to a target number to decide outcome.​

Experience:
Attributes, skills, and focus are increased by spending experience. Experience is earned by RPing regularly, and caps at a 15 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 controlling animals and vehicles, such as a horse or ship.
  • Resilience (Any): A character's general toughness and ability to withstand adversity.
  • Medicine (Mind): Knowledge of mundane healing and how to apply it.
  • Athletics (Body): A character's ability to apply their physicality to general tasks, such as climbing or lifting something heavy.
  • Dexterity (Body): A character's ability to perform graceful actions, such as dodging or catching a thrown item.
  • Deception (Body): A character's affinity for moving unseen and getting to places they shouldn't be.
  • Unarmed (Body): Familiarity with fighting unarmed, both striking and wrestling.
  • Melee (Body): Familiarity with melee weaponry, and skill with their use.
  • Charisma (Soul): A character's Ability to make friends and influence people.
  • Lore (Mind): A character's familiarity with scholarly pursuits, and likelihood of having some specific knowledge about the world.
  • Crafting (Mind): A character's knack for learning crafting skills and making things on the fly.

Focus:
A specialized focus in a particular skill. Having focus for a roll adds 1d4 to the roll on top of modifiers from skills and attributes, but only applies in the specific situations relevant to the focus type. Each skill has a predefined list of foci, and any amount can be bought.​
Foci:​
  • Awareness:
    • Passive: How likely a character is to notice details in their environment without actively looking for them.
    • Investigation: How likely a character is to find specific details about something they're inspecting.
    • Insight: Intuition in identifying that something has hidden motives.
    • Tracking: Ability to identify tracks and follow them to their source.
  • Ranged:
    • Bows: Affinity for bows, crossbows, and similar ranged weaponry.
    • Thrown: Affinity for javelins, throwing knives, and similar ranged weaponry.
    • Arcane: Affinity for aiming ranged spells.
  • Handling:
    • Vehicles: Affinity for piloting vehicles.
    • Animals: Affinity for calming, riding, and managing animals.
    • Summons: Affinity for directing summoned creatures.
  • Resilience:
    • Mental: Mental toughness and affinity for enduring psychological conditions.
    • Endurance: Physical toughness and ability to push on through long periods of physical exertion.
    • Malaise: Inherent ability to resist conditions such as poison, disease, and similar effects of an environmental or magical nature.
  • Medicine:
    • Healing: A character's affinity for the healing arts.
    • Anatomy: A character's academic familiarity with anatomy, human and otherwise.
  • Athletics:
    • Might: A character's affinity for acts of raw strength.
    • Climbing: A character's affinity for climbing things.
  • Dexterity:
    • Evasion: A character's affinity for dodging incoming attacks.
    • Speed: A measure of a character's sprinting speed over short distances.
    • Reflex: A character's general reflex speed, for actions like catching a thrown object.
  • Deception:
    • Stealth: A character's ability to move and hide without being detected.
    • Disguise: A character's ability to conceal their true identity.
    • Thievery: A character's affinity for lockpicking, pickpocketing, and similar deeds of ill repute
  • Unarmed:
    • Striking: A character's affinity for punching, kicking, and the like.
    • Grappling: A character's affinity for wrestling, grappling, and the like.
  • Melee:
    • Blades: Affinity for bladed weapons, such as swords and daggers.
    • Polearms: Affinity for polearms, such as spears and halberds.
    • Short Weapons: Affinity for singlehanded weapons, such as maces and axes.
    • Shields: Affinity for using shields
  • Charisma:
    • Persuasion: A character's ability to convince others to see things their way.
    • Intimidation: A character's ability to frighten others by their presence.
    • Guile: A character's ability to convince others that a lie is the truth.
  • Lore:
    • History: Specialized familiarity with history and events of the past.
    • Nature: Specialized familiarity with academic details about wild animals and the wilderness
    • Arcana: Specialized familiarity with the esoteric, including magic and magical phenomena.
  • Crafting:
    • Engineering: Affinity for designing something to build to address a specific problem.
    • Repair: Affinity for applying a quick repair to get something working again.
 
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Lannis

You've yeed your last haw
Staff member
Admin
Events Staff
In-Game Tech Staff
Lore Staff
Server Outreach
Server Owner
Shadow Owner
Specific Mechanics:

Weapon Ladder:
Certain weapon matchups are advantageous for one or the other, generally based on size and reach. A roll involving two types of weapon in different categories should generally grant advantage to the one with more reach, 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+). Adults have a advantage against teenagers for contests involving physical skills, or those that otherwise involve a degree of technical expertise gained from experience. Children are not considered to be able to meaningfully oppose an adult in a serious contest, and generally automatically lose any such contests. 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:
The likelihood of an outcome can’t always be captured by the relatively small windows in roll mechanics. In situations that are exceptionally difficult, additional modifiers and advantages may be applied as agreed upon by the involved parties (or a DM if the involve parties can't agree). 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 DC needed for the shot to work rather than do a straight roll contest.​
 
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