HealsHeal's DMing for the Masses
#7
Hello, this is heal's experimental DMing roll system. It's been tested twice, but it's subject to revisions. Maybe eventually I'll also make a EC balancing thing (once I have more practice and feel comfortable doing such).

Rules
Failing a roll against a trial (trap or puzzle) inflicts a 1 day temp. Most events are 3-5 trials, most being 3.
Rolling a 1 on a d6 after going down during a round of combat results in a temporary wound. Injuries stack, with a worsening length (1day, 4day, 12day) per injury. After the third injury, they take a perm.
If someone rolls a 6 on the wound d6 or during a trial RPing specifically shielding someone else, they are allowed to take someone else’s injury, though if they RP that they are explicitly shielding someone else, they take the hit.
After half of the trials (rounded up), they are allowed to use healing items such as lax essence / healing potion / medic. The DM will inform the party when they're able to.
These rules get more stringent for higher then chance of injury, and chance of death has a character die if they take a perm after they've taken two perms from the event already.

Experimental Stat System For D&Dificiation (d100 system /rnd 1 100)
Vitality represents sheer tenacity and determination - if the PCs roleplay tanking through or taking something head on, they roll and add this to their roll. Physical/Mental Resistance will work off of Vitality.
Power represents sheer magical force - if the PCs roleplay doing something that hinges on the pure strength of their magic ie blowing up something they roll and add their base power to the roll. Perception will also work off of power.
Agility represents sheer evasive ability - if the PCs roleplay doing something that hinges on their ability to dodge or avoid something or do something fast, they roll and add their base agility to the roll.
Mana represents sheer magical endurance - if the PCs roleplay holding a power or doing a complex magical process, they roll and add this minus 50! Magical Resistance will work off of Mana.
Items to help / sound logic / smart plans allows the DM to make the check easier (almost always by one category)
Bad plans or terrible circumstances allows the DM to make the check harder (almost always by one category)..

Example Difficulty Table (Subject to revisions and improvements and re-describing.)
Name              Roll               Description
Moderate       100                These are actions that require a little bit of knowledge or experience to accomplish consistently – like picking a simple 
                                                  lock or curing a bothersome cold. Low tier (100-150 RPL).
Difficult          150                These are very problematic actions for an ordinary person. They require a good deal of ability or uncommon luck to 
                                                 perform – such as scaling a sheer, high wall unaided or doing circus-level juggling. Low tier (100-150 RPL).
Very Difficult210                This is the upper limit of difficulty a normal person can hope to surmount. Examples would be walking a high-wire or 
                                                 doing death-defying trapeze routines. Mid tier (150-200 RPL).
Absurd           230                 Only the greatest non-magi champions or the incredibly gifted can accomplish such challenging tasks with any 
                                                  regularity. Quickly analyzing every possible move on a chess board is one example. Mid tier (150-200 RPL).
Almost Impossible 260      Even the very best normal person world find these actions very difficult, and they usually fail. Catching a fly with a 
                                                   pair of chopsticks while blindfolded might be one example. High tier (200+ RPL)
Impossible     280                These actions stand at the margin of what a normal person would call reality, but which, however miraculous or 
                                                  unbelievable, are at least physically conceivable. Dodging a bullet by calculating its trajectory is one example. High 
                                                  tier (200+ RPL)
Inhuman         300                These are actions that are beyond logic of a normal person, such running 100 yards in two seconds, or scoring a 17 on 
                                                  18 holes of golf. The max a normal magi can theoretically get with 200 in a stat plus a roll of 100.

Here's a sample event request to showcase how this system operates (and how i write event requests):
https://docs.google.com/document/d/1cikl...sp=sharing
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Messages In This Thread
Heal's DMing for the Masses - by Heals - 01-16-2020, 09:52 PM
RE: Heal's DMing for the Masses - by 404NNN - 01-22-2020, 11:51 PM
RE: Heal's DMing for the Masses - by RadiantEnvoy - 01-23-2020, 12:02 AM
RE: Heal's DMing for the Masses - by Tobiken - 01-27-2020, 05:44 AM
RE: Heal's DMing for the Masses - by Jash - 01-27-2020, 05:51 AM
RE: Heal's DMing for the Masses - by Zalmas - 01-27-2020, 05:52 AM
RE: Heal's DMing for the Masses - by Heals - 01-28-2020, 05:34 AM
RE: Heal's DMing for the Masses - by Park - 01-29-2020, 12:21 AM
RE: Heal's DMing for the Masses - by ADrunkParrot - 01-29-2020, 10:54 PM
RE: Heal's DMing for the Masses - by Jess - 02-02-2020, 02:56 AM
RE: Heal's DMing for the Masses - by Tee - 02-06-2020, 07:20 PM
RE: Heal's DMing for the Masses - by Sokkxx - 02-10-2020, 08:09 AM
RE: Heal's DMing for the Masses - by Pin Head - 02-10-2020, 06:52 PM
RE: Heal's DMing for the Masses - by Jess - 02-11-2020, 12:45 AM
RE: Heal's DMing for the Masses - by Sake - 02-11-2020, 03:30 AM
RE: Heal's DMing for the Masses - by 404NNN - 02-18-2020, 09:19 AM



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