Difference between revisions of "Game Rules"

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==Advancement==
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Advancement in an ability, skill, spell, etc., depends on experience. The more you practice something, the better at it you become. You gain buy-points based on successful use of an ability, skill, or spell. Defeating monsters or other enemies also gains experience points that can be used towards improved skills or empowered spells. Each type of experience points applies differently to different ability purchases/upgrades. And not every type of experience point can buy any type of ability upgrades. For example, XP from killing monsters won't buy upgraded healing, but healing yourself, or others, after killing that monster, can buy upgraded healing abilities, but not swordsmanship, etc. Most ability or spell use will only increase abilities or spells within related to that ability or spell.

Latest revision as of 21:34, 29 July 2026

The rules of gameplay are based on Dungeons & Dragons 3.5 and Pathfinder, except where as noted below.

Roll Rules

Dice

d20 system

Nat 20 is always success, Nat 1 is always fail. Three 20s in a row on attack rolls kills opponent; three 1s in a row kills you; a 1, 1, 20, kills a friendly; a 1, 20, 20, kills a unintended opponent; a 1, 1 deals double crit damage to a friendly; Two 20s does double normal crit damage to opponent, BUT a 20, 20, 1 deals normal crit damage.

Actions


Role Rules

Characters

Races


Lifestyle

Education

Jobs

(Lists by Role Playing Tips)

Skills

Skills are any ability that a character has and can improve upon. Basic skills are things that everyone can do to some degree, Advanced skills are things that not everyone can do, these include knowledge and combat, engineering, sailing, etc. Each time a skill is used, points are gained towards advancing that skill's rank (instead of gaining ranks at each level, ranks are gained as a skill is used).


Magic

Each spell requires an amount of power from one or more Sources. Like Skills, a character gains in magical abilities the more each Source is accessed, and for each spell used. Each spell advances at a different rate. Every time a character uses a spell certain number of times, they gain one additional point they can spend in that spell to make it more powerful. When a Source is used double that number of times, the character gains one additional point they can spend on that Source per day. The more you use a spell the more powerful you can make it, and gain access to more powerful spells within a Source.

Spells that do damage or heal increase the dice results by the number of points spent on the damaging or healing Source of the spell. More powerful spells, that have more damage or healing die also have more extra points of damage or healing based on the points required to use the spell and any extras that are spent.

Equipment

Advancement

Advancement in an ability, skill, spell, etc., depends on experience. The more you practice something, the better at it you become. You gain buy-points based on successful use of an ability, skill, or spell. Defeating monsters or other enemies also gains experience points that can be used towards improved skills or empowered spells. Each type of experience points applies differently to different ability purchases/upgrades. And not every type of experience point can buy any type of ability upgrades. For example, XP from killing monsters won't buy upgraded healing, but healing yourself, or others, after killing that monster, can buy upgraded healing abilities, but not swordsmanship, etc. Most ability or spell use will only increase abilities or spells within related to that ability or spell.