Post by Razor on Apr 26, 2012 0:56:48 GMT -5
This isn't a comprehensive listing of the rules, but it's more than enough to start with. Things like status effects and static properties can easily be added as they're needed. Lemme know what you think.
Clash of Realities v2 Rules
CoR v2 is a 2d6-based system, designed to be quick and simple for combat rules, while being focused on freeform roleplay outside of combat.
Every character has the following statistics:
HP - Hit Points, how much damage the character can take until they are defeated.
EP - Endurance Points, used to fuel some special attacks.
MP - Magic Points, used to fuel some special attacks.
Focus - A small pool refilled at the start of every fight, used to BOOST rolls. Some characters may replace this with a different attribute with mechanical differences. Used to fuel particularly powerful special abilities.
SPD - Speed, which determines initiative, and is also used for some other tests.
STR - Strength, which is added to melee attack damage, and is also used for some other tests.
MAT - Melee Attack, which determines your accuracy with melee range attacks.
RAT - Ranged Attack, which determines your accuracy with long range attacks.
DEF - Defense, which determines your chance to evade attacks.
ARM - Armor, which reduces the damage you take on a successful hit.
CMD - Command, which is used when interacting with others, and is also used for some other tests.
The basic statistics for each character are determined by the GM based on the character in question, and will increase every level based on the character's natural tendencies and what statistics have seen the most use.
Most Player Characters will be able to use equipment and special attacks. There is no limitation to the number of special attacks a character can have prepared. The standard inventory slots are as follows:
Weapon 1 -
Weapon 2 -
Armor -
Helm -
Gloves -
Boots -
Accessory 1 -
Accessory 2 -
There is no limitation to inventory space.
In combat, each Player declares their action, and then actions are resolved in order of Speed. When declaring an action, a Player may choose to BOOST their rolls. A BOOSTed roll adds an extra d6. Focus is expended whether the attack hits or misses. The Player may also choose to BOOST damage on a successful hit. If they fail to hit, the Focus is not expended.
Characters can choose to actively Defend, which increases their DEF and ARM by 3 for a turn at the cost of their turn.
Use of items usually takes a turn, but there are always exceptions to this rule.
Combat takes place on a 5 zone line. In general, combat begins with Players in Zone 2 and Enemies in Zone 4, but there are always exceptions. Moving one zone is a free action on your turn. Moving two zones requires use of an action or the expenditure of one Focus. Moving three zones requires both. There are many special abilities that can be used to clear distance. Melee attacks can be used only against targets in the same zone as you.
Rolling doubles on an ATTACK roll triggers a critical effect. Not all abilities have critical effects.
Clash of Realities v2 Rules
CoR v2 is a 2d6-based system, designed to be quick and simple for combat rules, while being focused on freeform roleplay outside of combat.
Every character has the following statistics:
HP - Hit Points, how much damage the character can take until they are defeated.
EP - Endurance Points, used to fuel some special attacks.
MP - Magic Points, used to fuel some special attacks.
Focus - A small pool refilled at the start of every fight, used to BOOST rolls. Some characters may replace this with a different attribute with mechanical differences. Used to fuel particularly powerful special abilities.
SPD - Speed, which determines initiative, and is also used for some other tests.
STR - Strength, which is added to melee attack damage, and is also used for some other tests.
MAT - Melee Attack, which determines your accuracy with melee range attacks.
RAT - Ranged Attack, which determines your accuracy with long range attacks.
DEF - Defense, which determines your chance to evade attacks.
ARM - Armor, which reduces the damage you take on a successful hit.
CMD - Command, which is used when interacting with others, and is also used for some other tests.
The basic statistics for each character are determined by the GM based on the character in question, and will increase every level based on the character's natural tendencies and what statistics have seen the most use.
Most Player Characters will be able to use equipment and special attacks. There is no limitation to the number of special attacks a character can have prepared. The standard inventory slots are as follows:
Weapon 1 -
Weapon 2 -
Armor -
Helm -
Gloves -
Boots -
Accessory 1 -
Accessory 2 -
There is no limitation to inventory space.
In combat, each Player declares their action, and then actions are resolved in order of Speed. When declaring an action, a Player may choose to BOOST their rolls. A BOOSTed roll adds an extra d6. Focus is expended whether the attack hits or misses. The Player may also choose to BOOST damage on a successful hit. If they fail to hit, the Focus is not expended.
Characters can choose to actively Defend, which increases their DEF and ARM by 3 for a turn at the cost of their turn.
Use of items usually takes a turn, but there are always exceptions to this rule.
Combat takes place on a 5 zone line. In general, combat begins with Players in Zone 2 and Enemies in Zone 4, but there are always exceptions. Moving one zone is a free action on your turn. Moving two zones requires use of an action or the expenditure of one Focus. Moving three zones requires both. There are many special abilities that can be used to clear distance. Melee attacks can be used only against targets in the same zone as you.
Rolling doubles on an ATTACK roll triggers a critical effect. Not all abilities have critical effects.