Drinking & Dragons

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The New World will be played using the True20 Roleplaying system. We'll be using the Core rules unless noted otherwise below. For a summary of True20 you can [http://true20.com/files/True20_quickstart.pdf read this primer on the rules]. I will be creating rule cheat sheets to help everyone understand the system.
The New World will be played using the True20 Roleplaying system. For a summary of True20 you can [http://true20.com/files/True20_quickstart.pdf read this primer on the rules]. Generic [[True20 clarifications|True20 clarifications and house rules]] are listed on the wiki separately. This page lists rules that apply directly to The New World campaign.


'''The rules used will adapt to how the campaign plays out. Expect (and contribute) revisions to improve the campaign.'''
'''The rules used will adapt to how the campaign plays out. Expect (and contribute) revisions to improve the campaign.'''
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== Languages ==
== Languages ==


Languages that are related to each one that is already known costs one rank for basic fluency. For example, if William is fluent in a romance language, it only costs one rank to learn another romance language.
See [[NW:Languages|Languages]].
 
For languages that are dissimilar, an additional amount of ranks will be required for basic fluency. Typically this will be two ranks, with especially difficult, foreign, or lost languages costing more. If William wishes to learn arabic, he will have to spend two ranks to gain basic fluency.
 
An additional rank is necessary to become an expert at a language. This grants the character complete and utter fluidity. The character copies slang, local dialects and cultural body language with ease. (A character with English at this level may emulate regional American accents, as well as British, Cockney, Irish and other English accents, for example.).
 
The real world example above are for clarification only. We will not be using real world languages.
 
=== Bonus Languages from Intelligence ===
 
Bonus languages from Intelligence, if selected prior to play, are learned at the expert level. (This assumes that you grew up speaking these languages.)
 
=== What languages are available? ===
 
All PCs will share '''Cyril''', the trade language of Cyrilmoore. When building your character you may elect to create cultural languages, alternative trade languages, and the like. You may also create arcane languages.
 
''For example, Tom is playing Nardu, who is a spellcaster of the land who reveres all things nature. He has an Int of +3 and thus has three bonus languages at first level. Tom decides to create a language just for those who practice magic like Nardu and names it Forest tongue, which is know to the spellcasters of Nardu's tradition. Tom also wants Nardu to speak with the fey of the world and gives him Seeliemouth, the language of the good fey. For Nardu's last language, Tom gives him Ridgefolk, the trade language of the barbarians of the North where Nardu spent his youth.''


== Conviction ==
== Conviction ==
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Under [[t20:equipment/wealth|Wealth]] there is a conflict as to when and how much wealth you lose when making a purchase. We will be using the rules listed under [[t20:equipment/wealth#losing-wealth|Losing Wealth]]. Losing wealth for a DC of 15 or higher stacks with loss of wealth based on how much over your current wealth an item is.
Under [[t20:equipment/wealth|Wealth]] there is a conflict as to when and how much wealth you lose when making a purchase. We will be using the rules listed under [[t20:equipment/wealth#losing-wealth|Losing Wealth]]. Losing wealth for a DC of 15 or higher stacks with loss of wealth based on how much over your current wealth an item is.


[[Category:The New World]]
[[Category:The New World]]
[[Category:NW:Rules]]
[[Category:NW:Rules]]

Latest revision as of 17:08, 16 March 2011

The New World will be played using the True20 Roleplaying system. For a summary of True20 you can read this primer on the rules. Generic True20 clarifications and house rules are listed on the wiki separately. This page lists rules that apply directly to The New World campaign.

The rules used will adapt to how the campaign plays out. Expect (and contribute) revisions to improve the campaign.

Skills

We will be using the Skills fix using a slightly different list of packages and Knowledge specialties:

Packages

Name Components
Animals Ride, Handle Animal
Acrobatics Acrobatics
Athletics Climb, Jump, Swim
Concentration Concentration
Craft Craft
Deception Bluff, Disguise
Disable Device Disable Device
Influence Diplomacy, Intimidate
Knowledge Knowledge
Language Language
Legerdemain Escape Artist, Sleight of Hand
Medicine Medicine
Notice Notice
Perform Perform
Search Search
Stealth Stealth
Streetwise Gather Information, Sense Motive
Survival Navigate, Survival

Knowledge Specialties

  • Architecture & Engineering
  • Astronomy & Planar Cosmology: Movements of the stars and a theoretical understanding of heaven and hell.
  • Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.
  • Behavioral Sciences: Psychology, sociology, and criminology.
  • Business: Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them.
  • Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.
  • Current Events: Recent happenings in the news, sports, politics, entertainment, and foreign affairs.
  • Earth Sciences: Geology, geography, oceanography, and paleontology.
  • History: Events, personalities, and cultures of the past. Archaeology and antiquities.
  • Life Sciences: Biology, botany, genetics, medicine, and forensics.
  • Nobility
  • Physical Sciences: Astronomy, chemistry, mathematics, physics, and engineering.
  • Popular Culture: Popular music and personalities, genre films and books, urban legends, and trivia.
  • Streetwise: Street and urban culture, local underworld personalities and events.
  • Supernatural: The supernatural, whatever it may encompass in the setting (and regardless of whether it is true or not).
  • Tactics: Techniques and strategies for disposing and maneuvering forces in combat.
  • Technology: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.
  • Theology and Philosophy: Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience.

Languages

See Languages.

Conviction

Whether it’s luck, talent, or sheer determination, heroes have something setting them apart from everyone else, allowing them to perform amazing deeds under the most difficult circumstances. In True20, that something is Conviction. Spending a Conviction point can make the difference between success and failure.

You may spend a point of Conviction for any of the following benefits:

  • Re-roll a d20 roll
  • Activate Core Ability — Each class grants a Core Ability
  • Challenge — Removes the -5 penalty for challenges. This will make more sense when you see skills
  • Surge — Extra standard or move action in a turn
  • Recover — Gain an immediate recovery check to recover from damage
  • Escape Death — Automatically stabilize
  • Dodge Bonus — Retain dodge bonus when it would be denied and you are still capable of acting
  • Cancel Fatigue — When suffering fatigue, reduce the level of fatigue by one.

Conviction is regained at a rate of one point per day at a predetermined time (morning, midday, etc.). It is also regained by acting in accordance with your Virtue or Vice in a meaningful way.

Two new saving throws—Toughness and Sanity

Below are summaries of Toughness and Sanity. A full explanation will happen during the first gaming session.

Toughness (Replaces Hit Points)

Damage and dying are handled differently in the True20 system. Hit points are replaced with a health track and damage is resisted with a Toughness save. The toughness save does not improve with level.

Toughness Saving Throw = d20 + Constitution + Feats + Armor – Toughness save penalties from injury versus DC15 + Attack’s Damage Bonus

Sanity*

The Sanity save is a mechanic to represent the character’s “fight or flight” reaction to supernatural events. Fear is done using a fear/terror track and is mechanically similar to Toughness above, except that it improves with level.

Sanity Saving Throw = d20 + Sanity Bonus + Charisma + Feats vs. Difficulty 15 + Fear/Terror Level

* Sanity is a loaded word. If you're thinking of the Sanity save in terms of fear/bravery you're on the right track. If you're thinking of it in terms of OH SHIT ELDER GODS you are incorrect. See page 226.

Wealth

Under Wealth there is a conflict as to when and how much wealth you lose when making a purchase. We will be using the rules listed under Losing Wealth. Losing wealth for a DC of 15 or higher stacks with loss of wealth based on how much over your current wealth an item is.