Medieval & Fantasy Minecraft Roleplaying

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Universal Principles

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Lannis

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This is a collection of the more design-relevant mechanics and principles. Some will be relevant to daily RP, some will be relevant to system design, but these are generally the universal rules that should apply in any scenario relevant to them

Stats:
  • No effects should give permanent modifiers to attributes (Mind, Body, Soul)
  • Effective modifier amount for character combat stat rolls is not to be overcapped- no flat modifiers for Melee, Ranged, or Grappling, nor any advantages that aren't from universal basic mechanics. +10 should be the max.
  • Evasion should very rarely be modified, and should generally be considered one of the combat stats
  • No armor or combination of armor should surpass the effectiveness of plate
Combat:
  • Shields: Characters may use Body+Melee checks to block with a shield. Skill checks to block projectiles with a full-sized shield may be done at advantage. Any of this may be overruled at DM discretion.
Magic:
  • Any adversarial effect (spells or abilities) should involve a roll to avoid or resist the effect. If none are specified in the spell description, the involved parties should agree on what seems reasonable. Under very specific circumstances (i.e. area protection spells with extensive prep time that aren't able to be cast without complete control of the situation) spells may not allow a roll, but any such will be clearly stated in their description.
  • Spells that target a single person or creature should use an opposed contest, i.e. the caster rolls their Casting Attribute+relevant skill against the target's relevant attribute+skill.
  • Spells that target an area or can otherwise affect multiple targets at once should use a set DC equal to 10 + the caster's Casting Attribute + Resilience.
Misc. Combat:
  • Any effects that freely extend a user's reach, i.e. telekinetic hand, shouldn't be able to wield weapons and should be limited to grappling if they're to be used in combat.
Misc.:
  • Piloting an airship requires a Mind+Handling check to get it to go where you want, which is generally necessary once per flight unless the flying conditions change enough that a DM deems it necessary. The difficulty of this check increases with altitude as the winds become stronger; each 50 meter increment increases the success DC by five. Flying between 0 and 50 meters off the ground requires a DC 5 check, flying 50 to 100 meters requires a DC 10, etc. Failing this check by less than five means that the airship is drifting aimlessly. By less than 10, and the airship starts to either ascend or descend by 50 meters. If the DC is missed by 15 or more the airship starts to nosedive, but may be recovered by a successful check. Missing the DC by 20 or more causes the airship to fall catastrophically out of control, to imminently and inevitably crash.
  • Stealth in Armor: Wearing chain mail or any heavier metallic armor generally imposes a step of disadvantage on stealth checks.
 
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