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projects:odds_rpg:core [2026/02/17 20:46] freedomotterprojects: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.
  
 ---- ----
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 When attempting something risky: When attempting something risky:
  
-  1d20 + Attribute + Skill+  Roll 1d20 + Attribute + Skill
  
 Compare the result to a Target Number (TN). Compare the result to a Target Number (TN).
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 | Extreme | 22 | | Extreme | 22 |
  
-Meet or exceed the TN to succeed.+If the result meets or exceeds the TN, the action succeeds. 
 + 
 +If the result is lower, the action fails and the GM introduces a consequence.
  
 ---- ----
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 ===== Degrees of Success ===== ===== Degrees of Success =====
  
-Beat TN by 5 → Strong Success   +If you exceed the TN by
-Beat TN by 10 → Critical Success  + 
 +  or more → Strong Success   
 +  10 or more → Critical Success   
 + 
 +Natural 20: 
 +  Automatic Strong Success.
  
-Natural 20 → Automatic Strong Success   +Natural 1: 
-Natural 1 → Failure Complication  +  Failure plus Complication.
  
-Strong Success should grant:+Strong Success may grant:
   * 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 may grant:
   * Major narrative advantage   * Major narrative advantage
-  * +5 additional Impact (total +10 if applicable) +  * +10 total Impact (if applicable) 
-  * Immediate positioning benefit (GM discretion)+  * Significant positional advantage 
 + 
 +The GM determines the exact benefit based on the situation.
  
 ---- ----
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 ^ Attribute ^ Represents ^ ^ Attribute ^ Represents ^
 | Might | Strength, endurance, durability | | Might | Strength, endurance, durability |
-| Agility | Speed, reflex, coordination | +| Agility | Speed, reflexes, coordination | 
-| Mind | Logic, perception, technical skill |+| Mind | Logic, perception, technical ability |
 | Presence | Willpower, charisma, leadership | | Presence | Willpower, charisma, leadership |
  
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   +2, +2, +1, +0   +2, +2, +1, +0
  
-Attribute cap depends on campaign Tier.+Attribute maximum depends on campaign Tier.
  
 ---- ----
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 ===== Skills ===== ===== Skills =====
  
-Skills represent training.+Skills represent training or specialization. 
 + 
 +Untrained skills default to +0.
  
 Roll: Roll:
   1d20 + Attribute + Skill   1d20 + Attribute + Skill
  
-Untrained skills default to 0.+The GM may approve new skills appropriate to the setting.
  
 ---- ----
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 When a successful action causes measurable effect: When a successful action causes measurable effect:
  
-  2d10 + relevant modifier+  Roll 2d10 + relevant modifier
  
-Used for:+Impact is used for:
   * Damage   * Damage
   * Healing   * Healing
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 ===== Combat Structure ===== ===== Combat Structure =====
  
-Combat is divided into Rounds.+Combat occurs in Rounds.
  
-Each Round+At the start of combat
-  * Everyone rolls Initiative (1d20 + Agility+  Each participant rolls 1d20 + Agility for Initiative.
-  * 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)+  1 Move   
 +  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.
  
 ---- ----
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 ===== Actions ===== ===== Actions =====
  
-Examples of Actions:+Common Actions include: 
   * Attack   * Attack
-  * Cast ability +  * Cast an ability 
-  * Use complex item +  * Use complex equipment 
-  * Full sprint (double move) +  * Full Sprint (double move) 
-  * Assist ally+  * Assist an ally
  
-Examples of Minor Actions: +Common Minor Actions include: 
-  * 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 hit: 
 +  Roll 2d10 + relevant Attribute for damage. 
 + 
 +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 attacks   
 +  -2 vs melee attacks  
  
-High ground:+High Ground:
   +1 to attack rolls   +1 to attack rolls
  
 Flanking: Flanking:
-  +2 to attack if ally is engaged opposite target+  +2 to attack rolls when an ally threatens the target from the opposite side 
 + 
 +Modifiers should not stack beyond what is reasonable.
  
 ---- ----
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 ===== Range Bands ===== ===== Range Bands =====
  
-ODDS uses abstract range:+ODDS uses abstract distance:
  
 Engaged – melee distance   Engaged – melee distance  
-Close – across room   +Close – same room   
-Near – across street  +Near – across open area  
 Far – long range   Far – long range  
-Extreme – sniper / artillery+Extreme – sniper range  
  
-Attacks beyond intended range: +Attacks beyond optimal range: 
-  -2 penalty per band beyond optimal+  -2 per range band beyond intended use.
  
 ---- ----
  
-===== Damage Durability =====+===== Health Resolve =====
  
 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:
-  You are Downed.+  The character is Downed.
  
 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 equal to your full Health again while Downed: +If you take additional damage while Downed, roll 1d20:
-  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 reduce Resolve.+Some effects reduce Resolve instead of Health. 
 + 
 +When Resolve reaches 0: 
 +  The character is Broken.
  
-At 0 Resolve: +Broken character
-  Character is Broken: +  * Cannot initiate aggression 
-    * Cannot take aggressive action +  * Must retreat, surrender, or freeze 
-    * Must retreat, surrender, or freeze +  * Recovers after the scene or meaningful support
-    * Recovers after scene or strong support+
  
 ---- ----
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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 result.
  
 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 an ally: 
 + 
 +  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 instead.
  
 ---- ----
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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 successes).+Set a Progress Goal (3–10).
  
-Each success = 1 progress   +Each success
-Strong Success = 2 progress  +  +1 Progress 
 + 
 +Strong Success
 +  +2 Progress
  
 Failure may: Failure may:
-  * Add threat +  * Increase danger 
-  * Increase TN +  * Add time cost 
-  * Trigger complication+  * Trigger complication 
 + 
 +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 per range band fallen
  
 Poison: Poison:
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 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

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