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The 6/10/20 FRPG System Heavy Role Playing Campaign

1530424881

Edited 1530427577
Ajax
Pro
The system used is an easy to learn but powerful system (you can find the entire system below), it allows players a true free form experience. Players can try almost anything they can think of. The system does use some elements of 5th Edition Dungeons and Dragons. It is challenging and relies on the player's guile and ability rather than a Feat, Skill, or Special Bonus. Play has a very Old School flavor.  Game will start Thursday July 5th at 7:00 PM CST (midwest USA), Discord is Used as the Audio chat, video is Not Used. Characters are fully macro'ed for ease of play and NEW PLAYERS WILL FIND IT VERY EASY TO LEARN (although some knowledge of 5E Spells might be helpful for those wanting to play Spellcasters. If you think you might be interested in something like this Post Here or Send Ajax a Private Message. Thanks. The 6/10/20 System All Rolls used for the resolution of actions are a 1d20 plus some modifer. Advantage and Disadvantage are simply +3 or -3 modifiers. There are 10 Abilities, the modifiers of these are used with the d20 Roll to Resolve Events Strength or STR: How strong you are Dexterity or DEX: This is how well you work with your hands, your manual dexterity Agility or AGL: How quick your reflexes are, how good your balance is, how fast you move Constitution or CON: How tough you are physically Will or WIL: This is your mental toughness Intelligence or INT: Your IQ, how smart you are Lore or LOR: This is how much you know, history, customs, legends, etc Wisdom or WIS: Your insight, awareness, decision making, etc Charisma or CHA: How others perceive you Luck or LUK: How Lucky you are These 10 Abilities cover all Skills and Actions Assigning Starting Ability Modifiers: Here are the Ten Modifiers to be Placed as the Player sees fit: +3, +2. +1, +1, 0, 0, -1, -1, -2, -3 Race Breakdown: Dwarf: +1 to CON, Advantage on Poison Saves Elf: +1 to WIL, Advantage against Sleep and Charm Effects Gnome: +1 to DEX, Advantage on Checks against Mechanical Things, AC +1 (size) Halfling: +1 to CHA, Advantage on LUK Checks, AC +1 ( size) Half-Orc: +1 to STR, Advantage on STR Checks Human: +1 to Choice Ability NOTE IMPORTANT: The Difference between your Highest and Lowest Ability can not exceed 6, this means that you could not raise a +3 to a +4 until your -3 was raised to a -2, I know this sounds confusing but if you think it out, it's not. Class Breakdown: All Hit Dice Are d6's Barbarian: Advantage on Melee Attacks, Hit Points 6+3d6+CON, Can use two hand weapons only, cannot wear armor AC = 9 + AGL, Can declare Rage (attack at Disadvantage for Double Damage) Bard: Advantage on LOR and CHA Checks, Hit Points 6+1d6+CON, Can use light weapons only, can wear leather armor only AC = 11 + AGL, Can Inspire Allies with Song or Prose (grants Advantage), can learn some Arcane Spells (see magic) Cleric: Advantage on WIL and WIS Checks, Hit Points 6+1d6+CON, Can use Bludgeoning Weapons Only, can wear any Armor (starting armor is chainmail) AC = 13 + AGL, Can Affect Undead (situational DM adjudication), can learn Divine Spells (see magic) The Pantheon: There are only three Deities or Supreme Beings, they may have Many different names depending on Races and Classes. For the easiest explanation Call them GOD (good), Mother Nature (neutral), and SATAN (evil). Fighter: Advantage on All Attacks, Hit Points 6+2d6+CON, can wear any armor and no armor AC is 11 (all others no AC is 9) (starting armor is chainmail) AC = 15 +AGL, Can use any weapons Paladin: Advantage on Melee Attacks, Hit Points 6+1d6+CON+WIL. Can wear any armor (starting armor is chainmail) AC = 13 +AGL, Can use Swords or Axes only, Can learn Healing Spells, Can Detect Evil. Ranger: Advantage on Ranged Attacks, Hit Points 6+1d6+CON+WIS, Can wear leather armor only AC = 11 +AGL, Can use Swords, Axes, All Ranged Weapons, Can Use Two Weapon Fighting (Off Hand at Disadvantage), can learn some Divine spells (see magic) Rogue: Advantage on Melee Attacks when Flanking and AGL Checks, Sneak Damage when at Advantage, Hit Points 6+1d6+CON, Can wear leather armor only AC = 11 +AGL, can use Light Weapons only, Can Manipulate Traps/Locks, Can not learn spells but can Use Magical Devices like wands, rings, etc. Wizard: Disadvantage on Melee Attacks, Advantage on INT and WIL Checks, Hit Points 6+CON, Cannot wear armor, Can use staff and dagger only, can learn Arcane Spells most effectively (see magic) Combat: During a Hostile encounter all participants get TWO ACTIONS (moving is considered an Action) this means you could Cast Two Spells, Attack Twice, Attack with a Weapon and cast a Spell, in One Round but then you could not Move. Armor: Light (leather) = AC 11, Medium (chainmail) = AC 13, Heavy (plate) = AC 15, Shields are assumed to be used with Medium and Heavy, Using a Two Hand Weapon Reduces AC by -1. Weapons: Light Melee Weapons do 1d6+STR damage, Medium Melee Weapons do 2d6+STR damage, and Heavy Melee Weapons do 3d6+STR damage Range Weapons Light does 1d6, Heavy does 2d6 No other damage modifiers (unless magic) The Combat To Hit Roll: This Uses AGL (not STR). Spell Casters use their casting Modifier Everything is Considered an Action in Combat. There are a few Free Actions, Dropping an Item, Dropping to Prone (getting up is an Action). Weapons: There are three Classes of Weapons, Light or Simple, Regular or Martial, and Two Hand or Great. The weapon breakdown is Light does 1d6+STR, Regular does 2d6+STR, TwoHand does 3d6+STR but Always Attack Last in the Round. Initiative: This is rolled before each round, ONE PLAYER Rolls for the Party and the DM Rolls for the NPCs, the Rolls are a d6, ties Go To The Players. Magic: Magic is Unpredictable, that's why it is so Powerful and Dangerous. The Spells used here are 5th Edition Dungeons and Dragons spells, but they are somewhat modified as to Damage Dice, Duration, etc. FRPG Spells can be basically broken down into three catagories: Dealing Damage, Offering Protection, or Altering Reality. Most Combat Spells in D&D do somekind of damage. The different types of Damage used here differ slightly because they allow you to use them for more that just killing monsters. Damage Spell Types: Fire: Does fire damage and burns things (wizard) Cold: Does cold damage and freezes things (wizard) Acid: Does acid damage and corrodes things (wizard) Poison: Does poison damage (wizard, bard) Necrotic: Does necrotic damage and decays things (wizard, cleric) Sonic: Does sonic damage and shatters things (wizard, bard) Force: Does force damage and moves things (wizard) Thunder: Does thunder damage and knocks things down (wizard, cleric, ranger, bard) Lightning: Does lightning damage and shocks things (wizard, cleric, ranger, bard) Radiant: Does radiant damage and repels evil (cleric, paladin) Holy: Does holy damage and is more effective verse Undead (cleric, paladin) A Wizard can choose Two+INT Types of available Damage to Use. These spells can be applied as Touches, Bolts, Rays, Bursts, Cones, Lines as the Wizard sees fit. There success will vary by the Strength of the Casting Roll (see Casting Roll). A Cleric can choose One+WIS Types of available Damage to Use. These spells can be applied as Touches, Bolts, Rays, Bursts, Cones, Lines as the Cleric sees fit. There success will vary by the Strength of the Casting Roll (see Casting Roll). A Bard can choose One (bard available) Type of Damage to Use. The Casting Roll and Does My Spell Succeed: All spells require a Casting Roll, sometimes these are Rolled verse a Creature's AC, sometimes against a conditional DC. The degree of Success or Failure depends on the strength of the Roll, the higher the better, Natural 20's are Heroic Efforts, Natural 1's Something has gone Terribly Wrong! How Many Spells can I Know and How Many can I Cast in a Day: A Wizard can have Access to INTx2 Arcane 5th Edition Spells, He can Prepare each day a number of  Spells Equal to His INT for Each Level he can Cast. A Cleric can have Access to WIS Divine 5th Edition Spells, He can Prepare each day a number of  Spells Equal to His WIS for Each Level he can Cast. A Bard can have Access to CHA Arcane 5th Edition Spells, He can Prepare each day a number of  Spells Equal to His CHA for Each Level he can Cast. A Ranger can have Access to WIS-1 Divine 5th Edition Spells, He can Prepare each day a number of  Spells Equal to His WIS-1 for Each Level he can Cast. A Paladin can have Access to CHA -1 Divine 5th Edition Spells, He can Prepare each day a number of  Spells Equal to His CHA -1 for Each Level he can Cast. What Level Spell can I Cast? You have Access to Spell Levels equal to INT-1, so if your INT is  +3 you can Cast Level 2 Spells (understand the DCs for Success are Greater as the Spell Levels go Up). Damage Spells differ as they are Spontanously cast without Additional Preperation. For Clerics it is WIS -2, For Bards CHA -2, For Rangers WIS -3, For Paladins CHA -3. Are Spells Ever Lost: On a Casting Roll of Natural 1 a Spell is Lost for the Day and Some Other Unpredictable Occurance has Happened, these are Rarely Good. 5E Spell Modifications: Durations are changed in some cases from a specific time to Until a Short or Long Rest is Taken. All Damages, Healing, or Other Spell Mathmatics all Use d6's, for instance, a Fire Bolt (normally does 1d10) does 2d6, Cure Wounds does 1d6 at Casting Level 1. Second Wind: ALL characters have access to a Second Wind, it Uses an Action and Heals a 1d6 Damage, Fighter's and Barbarian's Second Wind Heals 2d6. Second Wind is Regained After a Short Rest. Second Wind MUST be used during a Hostile Encounter (it is powered by Adrenelin). Resting: Short Rest you recover One Hit Dice (1d6) points of Damage and you recover your Second Wind. When the Party Short Rests ALL Rest, you can take Two Short Rests in a 24 hour Period. Short Rest Lasts One Hour and requires Drinking at least 1 Quart of Liquid (don't get too drunk if it's alchole) and eat at least One Ration or 1 Pound of Food. Resting: Long Rest you recover 2 Hit Dice (2d6) points of Damage and Regain any lost spells (due to Natural 1 Rolls). Again you must eat and drink something. Research and Training: There are NO LEVELS IN THIS SYSTEM! You Increase your Ability Modifiers through Research and Training and that Costs Monies. Every village, town, city, or metropolis has some sort of facility where characters can Spend a Week or so, Studying or Practicing to increase their Knowlege or Skill. The Cost for this is 10 + 10 X the next Tier. All negative modifiers cost 10 Gold to Increase to the next Tier, -3 to -2 Cost 10 gold, -2 to -1 Cost 10 gold, -1 to 0 Cost 10 gold, 0 to +1 Cost 20 gold (10+10x1), +1 to +2 Cost 30 gold (10+10x2), etc. NOTE IMPORTANT: The Difference between your Highest and Lowest Ability can not exceed 6, this means that you could not raise a +3 to a +4 until your -3 was raised to a -2, I know this sounds confusing but if you think it out, it's not. Death and Dying: When reduced to Zero (0) Hit Points you can ONLY Take One Action, and Must Make a CON Check of 10, the first time you Miss this CON Check you fall Unconscious, the Second Time you fail you DIe! There is NO Stablizing. If any of your CON Checks are Natural 20's you gain an Adrenalin Rush of 1d6 Hit Points back, If any of the CON Checks are Natural 1's YOU DIE instantly. What About Missing Feats? You can try anything that a Feat would allow you to do, the DM will either instantly allow it or Require some kind of Check, the More Outrageous the Feat the Higher the DC. Things that are totally ridiculous should not even be attempted, Use Common Sense Here. Playing the Game: Role Play your character as well as you can, if your character has a low CHA, play it that way, INT is low play it that way, STR is high play it that way. Remember these simple ideas: A Good Description can enhance or even eliminate the need for a Dice Roll. Logic, Reason, and Common Sense Apply. And more importanly Fun Trumps Story and Story Trumps Rules. -Ajax
1530475966

Edited 1530585856
Ajax
Pro
The First Session will be to Introduce the System, create characters, and run a short adventure to apply these rules...
Bump
Still need two role players for the Thursday session...