projects:odds_rpg:core
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| projects:odds_rpg:core [2026/02/17 20:36] – freedomotter | projects:odds_rpg:core [2026/02/17 21:39] (current) – freedomotter | ||
|---|---|---|---|
| Line 5: | Line 5: | ||
| * 2d10 for impact | * 2d10 for impact | ||
| - | The system is modular and genre-neutral. | + | The system is genre-neutral |
| + | |||
| + | Only roll when: | ||
| + | * The outcome is uncertain | ||
| + | * Failure has consequences | ||
| + | * The situation will meaningfully change | ||
| + | |||
| + | If nothing changes, do not roll. | ||
| ---- | ---- | ||
| Line 13: | Line 20: | ||
| When attempting something risky: | When attempting something risky: | ||
| - | 1d20 + Attribute + Skill | + | |
| - | Compare to a Target Number (TN). | + | Compare |
| ^ Difficulty ^ TN ^ | ^ Difficulty ^ TN ^ | ||
| Line 24: | Line 31: | ||
| | Extreme | 22 | | | Extreme | 22 | | ||
| - | If you meet or exceed | + | If the result meets or exceeds |
| + | |||
| + | If the result is lower, the action fails and the GM introduces a consequence. | ||
| ---- | ---- | ||
| Line 30: | Line 39: | ||
| ===== Degrees of Success ===== | ===== Degrees of Success ===== | ||
| - | Beat TN by 5 → Strong Success | + | If you exceed the TN by: |
| - | Beat TN by 10 → Critical Success | + | |
| + | | ||
| + | 10 or more → Critical Success | ||
| + | |||
| + | Natural 20: | ||
| + | Automatic Strong Success. | ||
| + | |||
| + | Natural 1: | ||
| + | Failure plus Complication. | ||
| - | Natural 20 → Automatic | + | Strong Success |
| - | Natural 1 → Failure + Complication | + | * Increased effect |
| + | | ||
| + | * Tactical advantage | ||
| + | * +5 to Impact (if applicable) | ||
| - | Strong | + | Critical |
| - | * Increase effect | + | * Major narrative advantage |
| - | * Reduce time | + | * +10 total Impact (if applicable) |
| - | * Avoid collateral cost | + | * Significant positional advantage |
| - | Critical Success: | + | The GM determines the exact benefit based on the situation. |
| - | * Dramatic advantage | + | |
| - | * Bonus damage (+5) | + | |
| - | * Narrative control moment | + | |
| ---- | ---- | ||
| ===== Attributes ===== | ===== Attributes ===== | ||
| - | |||
| - | All characters have four attributes: | ||
| ^ Attribute ^ Represents ^ | ^ Attribute ^ Represents ^ | ||
| | Might | Strength, endurance, durability | | | Might | Strength, endurance, durability | | ||
| - | | Agility | Reflexes, speed, coordination | | + | | Agility | Speed, reflexes, coordination | |
| - | | Mind | Logic, perception, technical | + | | Mind | Logic, perception, technical |
| | Presence | Willpower, charisma, leadership | | | Presence | Willpower, charisma, leadership | | ||
| - | |||
| - | Attribute range: | ||
| - | -1 to +5 (Tier dependent) | ||
| Starting array: | Starting array: | ||
| +2, +2, +1, +0 | +2, +2, +1, +0 | ||
| + | |||
| + | Attribute maximum depends on campaign Tier. | ||
| ---- | ---- | ||
| Line 70: | Line 84: | ||
| Skills represent training or specialization. | Skills represent training or specialization. | ||
| - | Skill range: | + | Untrained skills default |
| - | 0 to +5 | + | |
| - | Typical skill examples: | + | Roll: |
| - | Combat, Shooting, Stealth, Survival, Investigation, | + | 1d20 + Attribute + Skill |
| - | Medicine, Arcana, Hacking, Engineering, | + | |
| - | Persuasion, Streetwise, Piloting | + | |
| - | The GM may allow custom | + | The GM may approve new skills |
| ---- | ---- | ||
| Line 84: | Line 95: | ||
| ===== Impact Rolls ===== | ===== Impact Rolls ===== | ||
| - | When an action causes measurable effect: | + | When a successful |
| Roll 2d10 + relevant modifier | Roll 2d10 + relevant modifier | ||
| - | Used for: | + | Impact is used for: |
| * Damage | * Damage | ||
| * Healing | * Healing | ||
| + | * Structural harm | ||
| * Mental strain | * Mental strain | ||
| - | * Structural damage | ||
| * Influence shifts | * Influence shifts | ||
| Armor reduces incoming damage. | Armor reduces incoming damage. | ||
| + | |||
| + | Impact cannot be reduced below 0. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Combat Structure ===== | ||
| + | |||
| + | Combat occurs in Rounds. | ||
| + | |||
| + | At the start of combat: | ||
| + | Each participant rolls 1d20 + Agility for Initiative. | ||
| + | |||
| + | Highest result acts first. | ||
| + | |||
| + | On your turn, you may take: | ||
| + | |||
| + | 1 Move | ||
| + | 1 Action | ||
| + | 1 Minor Action (optional) | ||
| + | |||
| + | You may trade: | ||
| + | Move → Minor | ||
| + | Action → Move | ||
| + | |||
| + | You may not trade a Minor into a full Action. | ||
| + | |||
| + | Keep turns concise and decisive. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Actions ===== | ||
| + | |||
| + | Common Actions include: | ||
| + | |||
| + | * Attack | ||
| + | * Cast an ability | ||
| + | * Use complex equipment | ||
| + | * Full Sprint (double move) | ||
| + | * Assist an ally | ||
| + | |||
| + | Common Minor Actions include: | ||
| + | |||
| + | * Draw or stow a weapon | ||
| + | * Open or close a door | ||
| + | * Stand from prone | ||
| + | * Quick interaction | ||
| + | |||
| + | The GM has final say on action categories. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Attacking ===== | ||
| + | |||
| + | To attack: | ||
| + | |||
| + | Roll 1d20 + Attribute + Combat Skill | ||
| + | |||
| + | Compare against the target’s Defense TN. | ||
| + | |||
| + | On a hit: | ||
| + | Roll 2d10 + relevant Attribute for damage. | ||
| + | |||
| + | Armor reduces the damage taken. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Defense & Positioning ===== | ||
| + | |||
| + | Base Defense TN: 12 | ||
| + | |||
| + | Modifiers: | ||
| + | |||
| + | Partial Cover: | ||
| + | +2 Defense | ||
| + | |||
| + | Heavy Cover: | ||
| + | +4 Defense | ||
| + | |||
| + | Prone: | ||
| + | +2 vs ranged attacks | ||
| + | -2 vs melee attacks | ||
| + | |||
| + | High Ground: | ||
| + | +1 to attack rolls | ||
| + | |||
| + | Flanking: | ||
| + | +2 to attack rolls when an ally threatens the target from the opposite side | ||
| + | |||
| + | Modifiers should not stack beyond what is reasonable. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Range Bands ===== | ||
| + | |||
| + | ODDS uses abstract distance: | ||
| + | |||
| + | Engaged – melee distance | ||
| + | Close – same room | ||
| + | Near – across open area | ||
| + | Far – long range | ||
| + | Extreme – sniper range | ||
| + | |||
| + | Attacks beyond optimal range: | ||
| + | -2 per range band beyond intended use. | ||
| ---- | ---- | ||
| Line 104: | Line 219: | ||
| Resolve = 10 + Presence | Resolve = 10 + Presence | ||
| - | At 0 Health: | + | Health |
| - | | + | Resolve measures morale and mental stability. |
| + | |||
| + | When Health reaches 0: | ||
| + | | ||
| + | |||
| + | While Downed: | ||
| + | You may take 1 Action per round. | ||
| + | |||
| + | If you take additional damage while Downed, roll 1d20: | ||
| + | |||
| + | 1–10: Unconscious | ||
| + | 11–19: Stable but still Downed | ||
| + | 20: Regain 1 Health | ||
| - | At 0 Resolve: | + | If you take damage equal to your full Health again while Downed: |
| - | Broken | + | You are dying (GM discretion). |
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Resolve | ||
| + | |||
| + | Some effects reduce Resolve instead of Health. | ||
| + | |||
| + | When Resolve reaches 0: | ||
| + | | ||
| + | |||
| + | A Broken character: | ||
| + | * Cannot initiate aggression | ||
| + | * Must retreat, surrender, | ||
| + | * Recovers after the scene or meaningful support | ||
| ---- | ---- | ||
| Line 114: | Line 255: | ||
| ===== Conditions ===== | ===== Conditions ===== | ||
| - | Conditions | + | Conditions do not stack with themselves. |
| Shaken: | Shaken: | ||
| Line 126: | Line 267: | ||
| Restrained: | Restrained: | ||
| - | | + | |
| Stunned: | Stunned: | ||
| - | Lose next action | + | Lose next Action |
| + | |||
| + | Conditions last until resolved by time, action, or GM ruling. | ||
| ---- | ---- | ||
| - | ===== Advantage ===== | + | ===== Advantage |
| - | When circumstances strongly favor you: | + | Advantage: |
| - | + | Roll 2d20, take the higher | |
| - | Roll 2d20 and take the higher. | + | |
| Disadvantage: | Disadvantage: | ||
| - | Roll 2d20 and take the lower. | + | |
| + | |||
| + | Multiple sources do not stack beyond one level. | ||
| ---- | ---- | ||
| - | ===== Initiative | + | ===== Assisting |
| - | Roll: | + | To assist an ally: |
| - | 1d20 + Agility | + | |
| - | Highest acts first. | + | Roll TN 12 using a relevant skill. |
| + | |||
| + | On success: | ||
| + | Ally gains +2 to their next roll. | ||
| + | |||
| + | On Strong Success: | ||
| + | Ally gains Advantage instead. | ||
| ---- | ---- | ||
| - | ===== Rest & Recovery | + | ===== Extended Tasks ===== |
| - | Short Rest (once per scene): | + | Used for hacking, rituals, repairs, negotiations, |
| - | Recover 1d20 Health OR 1d10 Resolve | + | |
| - | Long Rest: | + | Set a Progress Goal (3–10). |
| - | | + | |
| + | Each success: | ||
| + | | ||
| + | |||
| + | Strong Success: | ||
| + | +2 Progress | ||
| + | |||
| + | Failure may: | ||
| + | * Increase danger | ||
| + | * Add time cost | ||
| + | * Trigger a complication | ||
| + | |||
| + | Extended Tasks should remain dynamic. | ||
| ---- | ---- | ||
| - | ===== Extended Tasks ===== | + | ===== Environmental Hazards |
| - | Used for hacking, rituals, repairs, negotiations. | + | Fire: |
| + | TN 12 Agility or take 2d10 damage | ||
| - | Set a Progress Goal (3–10 successes). | + | Falling: |
| + | 2d10 damage per range band fallen | ||
| - | Each successful roll = 1 progress | + | Poison: |
| - | Strong Success = 2 progress | + | |
| - | Failure may: | + | Radiation / Corruption: |
| - | | + | |
| - | * Increase | + | |
| - | * Trigger encounter | + | Adjust |
| + | |||
| + | ---- | ||
| + | |||
| + | ODDS RPG Core v1.0 Playtest | ||
projects/odds_rpg/core.1771360579.txt.gz · Last modified: by freedomotter
