From: Eric Plante (plantee@cam.org) Subject: [DD] RPG System(Ver. 2.0) Newsgroups: alt.games.dice Date: 1997/10/01 I saw on the net that someone managed to create a RPG system using DD Dice and I decided to also create one. So, Here's the system I created, I'd like some feedbacks about it because it's untested. In fact, you may use any system you want when role-playing, my system only applies during combats and skill checks are made. Combat system ------------- 1.Initiative: a) Each side roll their dice. b) Each unit count the number of maneuver rolled c) The combat round starts with the units with the highest total. d) When it's time to start actions, randomly select(d10) any ties in initiatives. 2.Movement a) Each unit divide is maneuver's total by 2(round up). b) The result is the number of possible actions for a unit c) a result of 0 is considered 1. 3.Action a) Beside the usual actions, a unit can use an action to move 5 squares b) Each time an action is used, the initiative is reduced by 1 (Yes, this means that a unit with more than one movement result may make more than one action but at different initiative) c) If a unit wants to move and it evades an opponent's treat zone, that opponent has an attack of opportunity(free Skirmish attack). d) To make an action, simply roll the die and count the number of required icons. e) Magic: Follow the description of the spell. f) Missile and Melee: All damages are applied on a single target. g) A target that receives damage must roll for saves. 1) Each save remove one damage. 2) The unit must roll for save for each unit that deals damage to it. i) Damages are removed at the end of combat. j) If an ID is rolled, it counts for anything needed and the die is rerolled, adding the new result. Continue until no more IDs are rolled. H) During a skirmish, the opponent do not respond to the attack. If the opponent wants to do so, he does it at its initiative. j) To make a charge, the unit must be within 5 squares from the target. It costs only 1 action to move and make a charge attack. i) If an action says that it last until the beginning/End of the army's next turn, it, instead, last until the beginning/End of that UNIT next turn. j) Some actions says that X health or units are chosen, they, instead, target a single unit unless otherwise specified. k) When an action says that X health or units must flee to the reserve, they, instead, flee 5 squares. Free attacks still apply. l) When an action says that it can move from one terrain to another or to the reserve, it, instead, teleport to any square on the battlefield. Example1: A Sharpshooter, roll 3 maneuvers so, its initiative is 3 and its total of actions is 2 so, at its initiative, the unit may move 5 squares or make an action and its initiative will be reduced by one. At its new initiative, that unit may, again, move 5 squares or make another action. Example2: The same sharpshooter decides to move but doing so, it has to evade the treat zone of 2 opponents. They both roll for a free attack and if they both deal damages to the Sharpshooter, the Sharpshooter will have to roll for save twice(one for each opponents). If it survives, it can move. 4.Restrictions to actions ------------------------- a) Magic: Only units with magic icons may make a magic action. b) Missile: Only units who possess a missile weapon may make Missile actions(That means that even if the unit doesn't have any missile Icons, it can still make missile actions if it possess a missile weapon in his equipment.) c) Melee: All units may make a melee action. 5.Magical Items --------------- a) Magic: Only units that may make magic actions may use them. b) Missile: It's a missile weapon. c) Melee: It's a melee weapon d) Save: It's a shield and cannot be used by Magic users. e) Maneuver: any units may use them f) A unit may possess a Magical Item even if it can't use it. g) A unit may possess more than one Magical Item but can only use 1 of each MI at a time. h) To use the result of a MI, the unit itself must roll at least 1 point of the required icon. 6.Skills -------- a) Any units may attempt a skill check b) The DM determine the difficulty level of the task. c) the unit must roll a number of the required icons equal to the level of the task(1 easy, 2 medium, 3 difficult, etc) d) If the task requires dexterity, maneuver icons are used. e) If the task requires strengh or constitution, melee icons are used. f) If the task requires intelligence or wisdom, magic icons are used. g) If the task requires charisma, role-playing is required. 7.Units ------- a) if the unit possess a mount and use it, the die is replaced by the cavalry unit of the same health. b) Level 1 to 5 = 1 pts Die of the same type c) Level 6 to 10 = 2 pts Die of the same type d) Level 11 + = 3 pts Die of the same type e) 4 points unit are considered LVL 16+. The PC can become a Lord, master, King or slayer under special conditions. f) Dragons are considered lvl 21+ and heavy units. 8.Hit Points ------------ a) Heavy units = 4*LVL b) Light units = 3*LVL c) Missile Units = 3*LVL d) Magic Units = 2*LVL e) Cavalry units = The HP of the mounted unit doesn't change. 9.Range ------- a) Spell range is the battlefield. b) Missile range is within 6 squares of the target but if it's used while in a opponent's treat zone, the opponent gains a free attack. c) A missile user cannot target a unit in his treat zone. 10.Racial Abilities ------------------- a) Terrain bonus apply if they are in the right area. a) 4 Basic races: No changes. b) Amazons: Amazons can fire missile within 11 squares to compensate the loss of reserve attack. c) FireWalker: When moving, they are not subject to free attacks from opponents when evading their treat zone when in the right area, of course. d) SwampStalker: Each units killed by a Swampstalker unit must roll for save or be mutated into a full health swampstalker of the same type and health that rejoin the army of the unit that kills it. If it rolls a save, it's normaly killed. This replace the mutation rule. e) Feral: During melee, maneuver and melee count as damage. This replace the Generate new units rule. This also apply while making free attacks. f) Undead: 1-When killed, a undead unit raise again as a 1 health lower undead at the lowest level. This replace the stepped damage. 2-Players may not volontarily take a undead as his character. 11.XPs and level ---------------- a) LVL X needs ((X-1) * 10) XPs b) Combat: Add all killed units health from the opponent side and distribute then equaly among all units in the players side that participate at the combat. This is their XPs. c) Skills: The difficulty of the skill will become the XP for the unit that successfully make the skill. d) Role-Play: Determined by the DM. 12.Dragons ---------- a) It's consided a normal unit exept that they attack(the DM rolls the die) the nearest unit at the start of any turn unless there is another Dragon on the battlefield. In that case, it will attack the other dragon. They meet each other half way from where they are. Free attacks still apply. b) Its damage is distributed equaly all around itself. The remaining points are distributed randomly among units around itself(a unit cannot receive more than 1 of those remaining damages). c) It's takes 4X2 spaces and any units below it are knocked down and must take 1 action to stand. Place the die to the nearest square in the Dragon's treat zone. A knocked down unit do not have a treat zone. d) If it's killed, no promotion and no recruiting are made. e) they are considered an army in itself. f) Their 5 automatic saves are global to the combat. That means that each damage done to the dragon reduce the number of automatic save by 1. g) A Dragon will never flee the combat unless the apropriate Icon is rolled. h) Wings and Treasure: The dragon flee the combat after it attacks. Attacks of opportunities still apply. i) Belly, claws, jaws, tail: Unchange. j) Breath: Randomly select the starting square, in the Dragon's treat zone, of the breath. Now, make a triangle starting with that square(range 10 squares). All units(and only those units) cought in breath area are hit by the breath. The starting square is the another dragon when two or more dragons attack each other. 13.DragonKin ------------ a) Breath: Follow the same rules than Dragon breath of the same color but only affect the target it attacks. b) Automatic Saves: See The dragons automatic saves. 14.Special abilities -------------------- a) If it affect 4 health units, 5 health units are not affected. b) Bullseye: No saves allowed against those hits. c) Cantrip: If Cantrip is not roll during a normal magic action, the spell points cannot be kept. d) Charm: The target change side unless it rolls an ID. At the beginning of each round the affected unit roll for ID to negate the effect. This icon count even when it's rolled during save. e) Confuse: Really affects 4 healths worth of unit on the battlefield and it stays in effect until the beginning of the confuser turn. f) Dispel magic: Apply even if only a single unit in the army is tragetted by a spell. g) Double Strike: Unchanged exept that if the reroll is an ID, the die is not rerolled. h) Ferry: It teleport itself where they want on the battlefield and can teleport back with up to 6 six sided dice that were in its treat zone. i) Illusion: 4 chosen healths on the battlefield must be chosen as a target to be attacked by units from his own army and that are within 5 squares from a target. j) Kick: No save against kick. k) Regenerate: The dead that are brought back returns where they died. l) Roar: Choose 4 health on the battlefield to flee 5 squares. Attacks of oportunity still apply. m) Screech: Remove 4 saves from the target of the attack. n) Stone: Only affect the target of the attack. o) Decapitate, Impale: If the target roll an ID icon, it's killed. p) Wayfare: The unit can teleport anywhere on the battlefield. q) Elevate: An Missile user may target someone in it's treat zone. r) Rise from the ashes: Instead of returning to reserve, it rise where it stand. s) Seize: If the unit saves, it stays where it stand. o) Counter, Fly, Rend, Smite, Trample, Entangle: Unchanged. p) Flame, Poison, Smother, Swoop, Web, Attuned: Unchanged. q) Bash, Crush, Flurry, Sortie, Summon Dragon, Coil: Unchanged. r) Create Fireminions, Firebreath, Firecloud, Galeforce: Unchanged s) Gore, Hug, Trumpet, Convert, Scare, Wither, Plague: Unchanged t) Slay, Stun: Unchanged 15.Spells --------- a) Of course, the spells works slightly differently. Here's a complete list of spells with there effects. b) A spell caster can keep only one more spell point that its health value until the end of combat. c) An army is: 1-All units controled by the players. 2-A Dragon. 3-All units controled by the DM. The DM may have more than one army but he must inform the players before combat. d) When a spell says "Turn", that means "Round of combat" e) Draconians disapear when its caster die and at the end of combat. f) Each magic user use their own spell points, they may not use SP from other MU even if they want to. In other word, MUs do not share their spell points. g) Dragon Summoning: If outside, a drake is summoned. If inside, a Wurm is summoned. Gold ---- Cost Spell Effect ------------------------------------ 2 Hide(Feral) No change. 2 stonskin Each units are considered having an automatic save. 2 Gold Draconian The Draconian appears beside the caster. 3 Savage(Feral) The target units move up to 5 squares toward the nearest unit in his own army and immediatlty attack that unit if its in is treat zone. 3 Dust to Dust No change. 4 Backlash(Feral) Affect all units. 4 Path Teleport one unit in your army. 5 Transmute rock to mud The caster divide the loss of maneuver the way he chooses among units in a target army(EX: -2 maneuver on this unit, -1 maneuver on this unit and -3 maneuver on this unit. All thos units are from the same army) 7 Summon Gold Dragon The caster chose where exactly it appears. Blue ---- Cost Spell Effect ----------------------------------- 2 Scent of fear(Feral) No change. 2 Hailstorm No change. 2 Dust Devil(FireW.) Affect all units, even dragons. 2 Blue Draconian The Draconian appears beside the caster. 3 Call of the wild(Feral) See Path. 3 Breath of Life Heals one damage on a unit and revives a unit that dies the last turn or this turn. The revived unit has 1 HP. 4 Wilding(Feral) No change. 4 Elemental Blast(FireW.) No Change. 4 Wind Walk See Transmute rock to mud exept that it's a gain, not a loss. 5 Mirage(FireW.) Each one health that does not roll a save, it must retreat 5 squares. 5 Lightning Strike Follow the old ruling. It does 5 damage to a unit. 7 Summon Blue Dragon The caster chose where exactly it appears. Red --- Cost Spell Effect ----------------------------------- 2 Ash Storm Also affect Dragons. 2 Red Draconian The Draconian appears beside the caster. 2 Firebolt(FireW.) no change. 3 Flash Fire(Firew.) It's applied only once each round. 3 Spark of life See Breath of life. 4 Elemental Blast(FireW.) no change. 4 Burning Hands no change. 5 Dancing lights no change. 7 Summon Red Dragon The caster chose where exactly it appears. Green ----- Cost Spell Effect ----------------------------------- 2 Foul Water(SwampS.) No changes exept that any unit can be removed. 2 Watery Double See stoneskin. 2 Green Draconian The Draconian appears beside the caster. 3 Wall of Ice See stoneskin. 4 Wall of fog Affects all units including Dragons. 5 Mire(SwampS.) Any retreat effect from spells have no effect. 5 Flash Flood Each unit that does not roll a maneuver lose one action and must retreat 5 squares 7 Summon Green Dragon The caster chose where exactly it appears. 7 Black Rain(SwampS.) Affect all units. Black ----- Cost Spell Effect ---------------------------------- 2 Decay(SwampS.) Choose one unit to receive that malus. 2 Evil Eye(Undead) No changes. 2 Reanimate dead 1-Transform a 1 health dead unit into a 1 health undead unit of the same type. 2-Multiple casting are cumulative. 3-The unit doesn't change side, it stays in the same army. 4-If a the raised dead was a player unit, that player now control the undead unit. 5-Undead dead units cannot be brought back with that spell. 2 Black Draconian The Draconian appears beside the caster. 3 Fade(Undead) No change. 3 Palsy No change. 4 Disease(SwampS.) No change. 4 Finger of death No change. 5 BloodLust(SwampS.) No Change. 6 Restless Dead(Undead) No change. 6 Open Grave 1-The units are brought back where they died as undead of the same type and health. 2-Undead dead units cannot be brought back with that spell. 7 Summon Black Dragon The caster chose where exactly it appears. 8 Haunt(Undead) No change. 9 Night moves(Undead) Each units in that army is rolled and each maneuver rolled add one action for that unit. Thanks Eric Plante plantee@cam.org