projects:odds_rpg:core
Differences
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| projects:odds_rpg:core [2026/02/17 20:46] – freedomotter | projects:odds_rpg:core [2026/02/17 21:39] (current) – freedomotter | ||
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| The system is genre-neutral and supports cinematic but tactical play. | The system is genre-neutral and supports cinematic but tactical play. | ||
| + | |||
| + | 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 the result to a Target Number (TN). | Compare the result to a Target Number (TN). | ||
| Line 24: | Line 31: | ||
| | Extreme | 22 | | | Extreme | 22 | | ||
| - | 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 | + | Natural |
| - | Natural 1 → Failure | + | |
| - | Strong Success | + | Strong Success |
| * Increased effect | * Increased effect | ||
| - | * Reduced time | + | * Faster completion |
| * Tactical advantage | * Tactical advantage | ||
| - | * +5 bonus to Impact (if applicable) | + | * +5 to Impact (if applicable) |
| - | Critical Success: | + | Critical Success |
| * Major narrative advantage | * Major narrative advantage | ||
| - | * +5 additional | + | * +10 total Impact (if applicable) |
| - | * Immediate positioning benefit (GM discretion) | + | * Significant positional advantage |
| + | |||
| + | The GM determines the exact benefit based on the situation. | ||
| ---- | ---- | ||
| Line 53: | Line 69: | ||
| ^ Attribute ^ Represents ^ | ^ Attribute ^ Represents ^ | ||
| | Might | Strength, endurance, durability | | | Might | Strength, endurance, durability | | ||
| - | | Agility | Speed, | + | | Agility | Speed, |
| - | | Mind | Logic, perception, technical | + | | Mind | Logic, perception, technical |
| | Presence | Willpower, charisma, leadership | | | Presence | Willpower, charisma, leadership | | ||
| Line 60: | Line 76: | ||
| +2, +2, +1, +0 | +2, +2, +1, +0 | ||
| - | Attribute | + | Attribute |
| ---- | ---- | ||
| Line 66: | Line 82: | ||
| ===== Skills ===== | ===== Skills ===== | ||
| - | Skills represent training. | + | Skills represent training |
| + | |||
| + | Untrained skills default to +0. | ||
| Roll: | Roll: | ||
| 1d20 + Attribute + Skill | 1d20 + Attribute + Skill | ||
| - | Untrained | + | The GM may approve new skills |
| ---- | ---- | ||
| Line 79: | Line 97: | ||
| When a successful action causes measurable effect: | When a successful action causes measurable effect: | ||
| - | 2d10 + relevant modifier | + | |
| - | Used for: | + | Impact is used for: |
| * Damage | * Damage | ||
| * Healing | * Healing | ||
| Line 96: | Line 114: | ||
| ===== Combat Structure ===== | ===== Combat Structure ===== | ||
| - | Combat | + | Combat |
| - | Each Round: | + | At the start of combat: |
| - | | + | |
| - | * Highest acts first | + | |
| - | On Your Turn You Get: | + | Highest result acts first. |
| - | * 1 Move | + | On your turn, you may take: |
| - | | + | |
| - | | + | |
| + | 1 Action | ||
| + | 1 Minor Action (optional) | ||
| You may trade: | You may trade: | ||
| - | Move → Minor | + | Move → Minor |
| - | Action → Move (but not vice versa) | + | Action → Move |
| + | |||
| + | You may not trade a Minor into a full Action. | ||
| + | |||
| + | Keep turns concise and decisive. | ||
| ---- | ---- | ||
| Line 116: | Line 139: | ||
| ===== Actions ===== | ===== Actions ===== | ||
| - | Examples of Actions: | + | Common |
| * Attack | * Attack | ||
| - | * Cast ability | + | * Cast an ability |
| - | * Use complex | + | * Use complex |
| - | * Full sprint | + | * Full Sprint |
| - | * Assist ally | + | * Assist |
| - | Examples of Minor Actions: | + | Common |
| - | * Draw weapon | + | |
| - | * Open door | + | * Draw or stow a weapon |
| - | * Quick interaction | + | * Open or close a door |
| * Stand from prone | * Stand from prone | ||
| + | * Quick interaction | ||
| + | |||
| + | The GM has final say on action categories. | ||
| ---- | ---- | ||
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| ===== Attacking ===== | ===== Attacking ===== | ||
| - | Roll: | + | To attack: |
| - | 1d20 + Attribute + Combat Skill | + | |
| - | Against target’s Defense TN (default 12 unless modified by armor, cover, or abilities). | + | Roll 1d20 + Attribute + Combat Skill |
| - | On hit: | + | Compare against the target’s Defense TN. |
| - | Roll 2d10 + relevant Attribute | + | |
| + | On a hit: | ||
| + | Roll 2d10 + relevant Attribute | ||
| + | |||
| + | Armor reduces the damage taken. | ||
| ---- | ---- | ||
| - | ===== Defense & Cover ===== | + | ===== Defense & Positioning |
| Base Defense TN: 12 | Base Defense TN: 12 | ||
| + | |||
| + | Modifiers: | ||
| Partial Cover: | Partial Cover: | ||
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| Prone: | Prone: | ||
| - | +2 vs ranged, -2 vs melee | + | +2 vs ranged |
| + | | ||
| - | High ground: | + | High Ground: |
| +1 to attack rolls | +1 to attack rolls | ||
| Flanking: | Flanking: | ||
| - | +2 to attack | + | +2 to attack |
| + | |||
| + | Modifiers should not stack beyond what is reasonable. | ||
| ---- | ---- | ||
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| ===== Range Bands ===== | ===== Range Bands ===== | ||
| - | ODDS uses abstract | + | ODDS uses abstract |
| Engaged – melee distance | Engaged – melee distance | ||
| - | Close – across | + | Close – same room |
| - | Near – across | + | Near – across |
| Far – long range | Far – long range | ||
| - | Extreme – sniper | + | Extreme – sniper |
| - | Attacks beyond | + | Attacks beyond |
| - | -2 penalty | + | -2 per range band beyond |
| ---- | ---- | ||
| - | ===== Damage | + | ===== Health |
| Health = 10 + Might | Health = 10 + Might | ||
| Resolve = 10 + Presence | Resolve = 10 + Presence | ||
| + | |||
| + | Health measures physical durability. | ||
| + | Resolve measures morale and mental stability. | ||
| When Health reaches 0: | When Health reaches 0: | ||
| - | | + | |
| While Downed: | While Downed: | ||
| You may take 1 Action per round. | You may take 1 Action per round. | ||
| - | If hit again, roll 1d20: | ||
| - | 1–10: unconscious | ||
| - | 11–19: stable | ||
| - | 20: regain 1 Health | ||
| - | If you take damage | + | If you take additional |
| - | You are dying (GM discretion; not instant death unless narratively justified). | + | |
| - | This supports moderate durability without trivializing danger. | + | 1–10: Unconscious |
| + | 11–19: Stable but still Downed | ||
| + | 20: Regain 1 Health | ||
| + | |||
| + | If you take damage equal to your full Health again while Downed: | ||
| + | You are dying (GM discretion). | ||
| ---- | ---- | ||
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| ===== Resolve Damage ===== | ===== Resolve Damage ===== | ||
| - | Mental attacks | + | Some effects |
| + | |||
| + | When Resolve reaches 0: | ||
| + | The character is Broken. | ||
| - | At 0 Resolve: | + | A Broken |
| - | Character is Broken: | + | * Cannot |
| - | * Cannot | + | * Must retreat, surrender, or freeze |
| - | * Must retreat, surrender, or freeze | + | * Recovers after the scene or meaningful |
| - | * Recovers after scene or strong | + | |
| ---- | ---- | ||
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| Lose next Action | Lose next Action | ||
| - | Conditions last until: | + | Conditions last until resolved by time, action, or GM ruling. |
| - | * End of next turn | + | |
| - | * Scene ends | + | |
| - | * Resolved via action | + | |
| ---- | ---- | ||
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| Advantage: | Advantage: | ||
| - | Roll 2d20, take higher | + | Roll 2d20, take the higher |
| Disadvantage: | Disadvantage: | ||
| - | Roll 2d20, take lower | + | Roll 2d20, take the lower result. |
| Multiple sources do not stack beyond one level. | Multiple sources do not stack beyond one level. | ||
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| ===== Assisting ===== | ===== Assisting ===== | ||
| - | Spend Action to assist: | + | To assist |
| + | |||
| + | Roll TN 12 using a relevant skill. | ||
| - | Roll TN 12 relevant skill. | ||
| On success: | On success: | ||
| - | Ally gains +2 to next roll. | + | Ally gains +2 to their next roll. |
| On Strong Success: | On Strong Success: | ||
| - | Ally gains Advantage. | + | Ally gains Advantage |
| ---- | ---- | ||
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| ===== Extended Tasks ===== | ===== Extended Tasks ===== | ||
| - | Used for hacking, rituals, repairs, negotiations. | + | Used for hacking, rituals, repairs, negotiations, or other multi-step goals. |
| - | Set a Progress Goal (3–10 | + | Set a Progress Goal (3–10). |
| - | Each success | + | Each success: |
| - | Strong Success | + | +1 Progress |
| + | |||
| + | Strong Success: | ||
| + | +2 Progress | ||
| Failure may: | Failure may: | ||
| - | * Add threat | + | * Increase danger |
| - | * Increase TN | + | * Add time cost |
| - | * Trigger complication | + | * Trigger |
| + | |||
| + | Extended Tasks should remain dynamic. | ||
| ---- | ---- | ||
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| Fire: | Fire: | ||
| - | TN 12 Agility or take 2d10 | + | TN 12 Agility or take 2d10 damage |
| Falling: | Falling: | ||
| - | 2d10 per range band fallen | + | 2d10 damage |
| Poison: | Poison: | ||
| Line 292: | Line 336: | ||
| Radiation / Corruption: | Radiation / Corruption: | ||
| TN 15 Might or lose 2d10 Resolve | TN 15 Might or lose 2d10 Resolve | ||
| + | |||
| + | Adjust TN based on severity. | ||
| ---- | ---- | ||
| - | ODDS RPG Core v1.0 | + | ODDS RPG Core v1.0 Playtest |
projects/odds_rpg/core.1771361186.txt.gz · Last modified: by freedomotter
