Advanced Roll to Dodge (ARTD)

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Advanced Roll to Dodge (ARTD)

Postby thade » Sat Jul 09, 2011 8:19 pm

So one day on a whim, I randomly decided that RTD needed improvement. This was the result.

The core mechanic-
Same as standard RTD. Roll a d6:
1- Epic Fail
2- Fail
3- Meager Success
4- Success
5- Epic Success
6- Overshot (Level up!)

Leveling Up-
Whenever a character rolls a natural six (Except in special occasions), they level up. When you level up, you gain 1 max HP, 1 Drama Point, and you train a skill.

Skills-
A skill is anything your character can do. When a skill is trained, you gain cumulative bonuses to all actions involving that skill. You can be creative with this, using anything that's not too overpowered. (Combat, for example)

Example skills used in my campaign IRL:
Summon Zombies
Leadership
Knocking Out
Resist Unconcious
Magic
Cardboard
Undead Stuff
Summoning Demons
Firestarting
Resist Burn
Become Taller

Combat-
Combat consists of rolling for accuracy, adding your ACC bonus, any other relevant modifiers. On a 6, you do +1 damage. (This doesn't level you up)
This is compared against the target's dodge roll, 1d6, plus your dodge modifier, plus any other relevant modifiers.

Successful hits do Weapon damage, plus your damage modifier, minus the target's armor.

The world is randomly generated by the Dm, with a little bit of plot stuff added in.

Characters-
Characters have the following skills, abilities, feats, and other stuff.
Name: Self-Explanatory
Player: See above.
Race: Can be any race, using a race build template. Determines starting combat modifiers.
Class: Can be any class, using a class build template. Determines starting feats and some gear.

HP: If you need this to be explained, you shouldn't be here.
Level: See above
Condition: Any ongoing effects.
Drama points: Can be used to boost a roll by one, with exceptions. Think of it as an Almighty Benny.
Fail points: Basically the anti-Drama points. Unmighty penny.

Accuracy: Boosts attack accuracy.
Damage: Boosts attack damage.
Dodge: Helps you avoid attacks.
Armor: Helps you withstand attacks.
Initiative: Helps you attack first.

Skills: See above.
Feats: "Special Moves" based on class build template.
Weapons: Self Explanatory
Armor: Self Explanatory.
Inventory: Self Explanatory.

Comments, Questions, etc. are welcome.
I do intend to run a forum game of this. Any takers?
I don't level the playing field, I level the playing field.
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Postby 501stCadians » Sun Jul 10, 2011 12:52 am

I'll do it!
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Postby Silverdream » Sun Jul 10, 2011 1:30 am

I'll try it. Worse case scenario you replace me with someone more experienced.
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Postby knolli » Sun Jul 10, 2011 4:46 am

I'm in. Will we be using your list of necromancer's skills or something completly different?
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Postby Ben-Jammin » Sun Jul 10, 2011 5:10 am

I'll give it a shot as well!
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Postby solvess » Sun Jul 10, 2011 8:01 am

This sounds great, count me in.
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Postby thade » Sun Jul 10, 2011 12:36 pm

:shock: Whoah.
Bigger turnout than I expected. I guess I'll start the thing soon.

@knolli skills are anything you can think of, those were just examples.


EDIT: Signup here.
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