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    #21
    Why is there no rouge class?

    Comment


    • Alphamon
      Alphamon commented
      Editing a comment
      Mainly looking for a Rouge that can use spells to confuse and manipulate the opponent. Something like a ninja basically

    • Wade
      Wade commented
      Editing a comment
      The Shadow Rogue can use Wands and Spell Scrolls, so he has "Access" to Black Mage spells and also limited access to White Mage and Blue Mage spells.

    • Wade
      Wade commented
      Editing a comment
      Alphamon:

      I can add a ninja class, sort of like Edge in Final Fantasy 4, He can have thrown weapons skills and some darkness spells and things like that. The Shadow Rogue is already a slight overlap with a ninja, but I'll make one if you'll play.

    #22
    Added Geomancer, Half-Esper, and Half-Dragon classes.

    Comment


      #23
      Attacks of Opportunity.

      -Drinking a potion in combat
      -Casting a spell at melee range.
      -Walking or Running past an opponent's melee range.
      -Using a Scroll at melee range (but not using a Wand).
      -Critical Miss on an Attack in Melee Combat.

      An Attack of Opportunity cannot Critical Miss, but it can Critical Hit.

      An Attack of Opportunity is a free action attack a character gets when presented with an easy target.
      Last edited by Wade; July 4th, 2018, 07:01 AM.

      Comment


        #24
        Physical Combat

        You roll your Attack Rating Plus a D100 (5xd20) Vs the defender's Defense Rating plus a D100.

        If your total is greater than the defender, you land the hit. If you roll a natural 1 you critical miss, and the defender gets an attack of opportunity against you. If you roll a natural 20, you gain a Critical Hit.

        There is always at least a 5% chance to hit (Critical Hit), and there is always at least a 5% chance to miss (Critical Miss).
        Last edited by Wade; July 4th, 2018, 09:01 AM.

        Comment


          #25
          I am working on making enemy archetype character sheets to use in the campaign, and then I'll be ready to play.

          Comment


            #26
            Summons (Summoner)


            Wolf

            Level: 1

            Strength: 15
            Dexterity: 25
            Vitality: 15
            Energy: 5

            Damage: 1d4 +4 (+1 +weapon dmg +1 per 10 Strength +1 per 10 Dexterity)
            Attack Rating: 57 (20 +1.5 per Dexterity).
            Defense: 65 (15 +2 per Dexterity.)

            Life: 40 +3x Vitality, +3x level number.
            Mana: 12 +2x Energy, +2x level number.

            Backstab: +2 (2 pips)

            The Wolf is considered to be a Rogue armed with a basic Dagger for Claws and bites.



            Skeleton

            Level 4

            Strength: 20
            Dexterity: 30
            Vitality: 20
            Energy: 15

            Damage: 1d10+1 +6 (+1 +weapon dmg +1 per 10 Strength +1 per 10 Dexterity)
            Attack Rating: 55 (20 +1.5 per Dexterity).
            Defense: 75 (15 +2 per Dexterity.)

            Life: 63 +3x Vitality, +3x level number.
            Mana: 32 +2x Energy, +2x level number.

            The Skeleton is armed with a Steel Pike +1 which deals Piercing or Crushing damage, whichever is better.


            Skeletal Mage

            Level: 8

            Strength: 15
            Dexterity: 30
            Vitality: 20
            Energy: 35

            Damage: 1d3+2 +4 (+1 + 1d3+2 +1 per 15 Strength +1 per 15 Dexterity)
            Attack Rating: 40 (10 plus 1 per Dexterity).
            Defense: 40 (10 plus 1 per Dexterity).

            Life: 56 +2x Vitality, +2x level number.
            Mana: 129 +3x Energy, +3x level number.

            The Skeletal Mage is armed with an uncharged Wand +2, which deals non-elemental Magical damage. It doesn't actually know spells.
            Last edited by Wade; July 14th, 2018, 07:24 AM.

            Comment


              #27
              Do we still have racial bonuses, or is that retconned?

              And I'm just making sure: We're going to start at fifth level, so we get to level up five times. That means we get 25 attribute points and 5 skill points? Or did I read that wrong?


              Name: Allya Leafmark
              Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

              Alignment: Neutral Good
              Age: early 20s
              Class: Summoner
              Level: 5
              XP: 10,000
              Race: Human
              HD:
              Strength: 15
              Dexterity: 30
              Vitality: 20
              Energy: 35
              BAB:
              Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
              Attack Rating: 40 (10 plus 1 per Dexterity).
              Defense: 40 (10 plus 1 per Dexterity).
              Armor:
              Weapon: Whip (1d4)- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
              Shield:

              Fortitude:
              Reflex:
              Will:

              Skills:
              Summon Wolf
              Requires: Level 1
              Mana: 5
              Effect:
              Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.


              Lightning Orb
              Requires: Level 1
              Mana: 5
              Effect:
              Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.

              Feats:


              Life: 42 +2x Vitality, +2x level number.
              Mana: 108 +3x Energy, +3x level number.


              ^This is what I have so far. I don't know what fortitude, reflex, will, BAB, or feats do for me, and I dunno what to spend my 1,000 gold on besides a whip.
              Last edited by OrganizationXV; July 13th, 2018, 11:54 AM.
              Originally posted by Wade
              It isn't date rape if God commands it, and he already commanded it.

              Originally posted by Wade
              I'm saying we actually don't know for certain that 1kg is 1kg.

              Comment


                #28
                Originally posted by OrganizationXV View Post
                Do we still have racial bonuses, or is that retconned?

                And I'm just making sure: We're going to start at fifth level, so we get to level up five times. That means we get 25 attribute points and 5 skill points? Or did I read that wrong?


                Name: Allya Leafmark
                Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

                Alignment: Neutral Good
                Age: early 20s
                Class: Summoner
                Level: 5
                XP: 10,000
                Race: Human
                HD:
                Strength: 15
                Dexterity: 30
                Vitality: 20
                Energy: 35
                BAB:
                Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                Attack Rating: 40 (10 plus 1 per Dexterity).
                Defense: 40 (10 plus 1 per Dexterity).
                Armor:
                Weapon: Whip (1d4)- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                Shield:

                Fortitude:
                Reflex:
                Will:

                Skills:
                Summon Wolf
                Requires: Level 1
                Mana: 5
                Effect:
                Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.


                Lightning Orb
                Requires: Level 1
                Mana: 5
                Effect:
                Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.

                Feats:


                Life: 42 +2x Vitality, +2x level number.
                Mana: 108 +3x Energy, +3x level number.


                ^This is what I have so far. I don't know what fortitude, reflex, will, BAB, or feats do for me, and I dunno what to spend my 1,000 gold on besides a whip.
                You get 20 Attribute points and 5 skill points for level 5, which all must be invested in skills you have access to by the time you spend them. How did you intend to spend the 20 Attribute points?


                If you want to, you can "Float" skill points and save them for level 6 or level 12 skills, that's up to you. Or you can spend them now to get better wolves and better lightning orbs.

                There will be 4 "save" types, but the main one that matters is Dexterity. You roll your Dexterity +d20 vs enemy magic. If your dexterity is higher you take half damage. Most elemental spells have a Dexterity/Reflex save for half. If it matters, I'll make sure you understand ahead of time.

                No racial bonuses any more. I just want a game that's playable for now.

                With the new weapons pricing, you should be able to afford a Whip between level 0 and +3, or you can do a trade-off and buy a less expensive whip and some robes or leather armor. There's no spell failure for Leather Armor in my game, but there is spell failure for chain and plate mail. Things work a bit differently now. Mages can wear slightly heavier gear than AD&D.
                Last edited by Wade; July 13th, 2018, 12:40 PM.

                Comment


                • OrganizationXV
                  OrganizationXV commented
                  Editing a comment
                  So the attribute points go toward the four basic stats, and the skill points go into new abilities and stuff, yeah?

                • Wade
                  Wade commented
                  Editing a comment
                  Correct.

                  If you spend Attribute points, check the character to see how to re-calculate AR DR HP and MP.

                  I'll show you how if you need more help. It should be simple once you understand it one time.

                  For example, if you add points to Vitality, you'll need to re-calculate your HP. You'll need to recalculate your HP anyway, because the default class is calculated for level 1. Being a Summoner, you get 2HP per level even if you don't spend on Vitality.
                  Last edited by Wade; July 13th, 2018, 01:11 PM.

                #29
                "Skiller" Modifiers

                Some equipment has bonuses which increase your skill level some or all of the time. These equipment are generally more useful to caster classes, but there are exceptions.

                Specific Skills:
                +1 Specific Skill : 1,000GP / 100XP
                +2 Specific Skill : 2,000GP / 200XP
                +3 Specific Skill : 5,000GP / 300XP


                All Skills
                +1 All Skills : 5,000GP / 300XP
                +2 All Skills : 10,000GP / 500XP

                Comment


                  #30

                  Name: Allya Leafmark
                  Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

                  Alignment: Neutral Good
                  Age: early 20s
                  Class: Summoner
                  Level: 5
                  XP: 10,000
                  Race: Human
                  HD:
                  Strength: 15
                  Dexterity: 45
                  Vitality: 25
                  Energy: 35
                  BAB:
                  Damage: +5 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                  Attack Rating: 55 (10 plus 1 per Dexterity).
                  Defense: 55 (10 plus 1 per Dexterity).
                  Armor:
                  Weapon: Whip+Name: Allya Leafmark
                  Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

                  Alignment: Neutral Good
                  Age: early 20s
                  Class: Summoner
                  Level: 5
                  XP: 10,000
                  Race: Human
                  HD:
                  Strength: 15
                  Dexterity: 30
                  Vitality: 20
                  Energy: 35
                  BAB:
                  Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                  Attack Rating: 40 (10 plus 1 per Dexterity).
                  Defense: 40 (10 plus 1 per Dexterity).
                  Armor: Leather Armor (4)
                  Weapon: Whip+3 (1d4)+3- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                  Shield:

                  Fortitude:
                  Reflex:
                  Will:

                  Skills:
                  Summon Wolf
                  Requires: Level 1
                  Mana: 5
                  Effect:
                  Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.


                  Lightning Orb
                  Requires: Level 1
                  Mana: 5
                  Effect:
                  Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.

                  Feats:


                  Life: 42 +2x Vitality, +2x level number.
                  Mana: 108 +3x Energy, +3x level number (1d4)- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                  Shield:

                  Fortitude:
                  Reflex:
                  Will:

                  Skills:
                  Summon Wolf
                  Requires: Level 1
                  Mana: 5
                  Effect:
                  Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.
                  (4 skill points: +8 HP and +1 damage)

                  Lightning Orb
                  Requires: Level 1
                  Mana: 5
                  Effect:
                  Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.
                  (1 skill point: +1 damage)

                  Feats:


                  Life: 60 (+2x Vitality, +2x level number.)
                  Mana: 108 (+3x Energy, +3x level number.)

                  Items:
                  Potion of Minor Healing (2) (heals 50HP)
                  Potion of Mana (1) (gives 30 mana)



                  I just invested the skill and attribute points, and then bought 1,000 gold worth of swag.

                  So how do I reflect that the armor in my stats? Do I add it to my defense?
                  Last edited by OrganizationXV; July 13th, 2018, 01:25 PM.
                  Originally posted by Wade
                  It isn't date rape if God commands it, and he already commanded it.

                  Originally posted by Wade
                  I'm saying we actually don't know for certain that 1kg is 1kg.

                  Comment


                    #31
                    Equipment Slots:

                    Head/Helmet
                    Amulet
                    Right Hand (weapon)
                    Left Hand (weapon or shield)
                    Body/Armor
                    Right Ring
                    Left Ring
                    Gloves
                    Boots
                    Belt

                    =============

                    A fully outfitted and equipped character can become very, very powerful compared to a starting character. Adventurers should always keep their eyes open for new equipment options.

                    Mages cannot wear Helmets, but they can wear hats. Both hats and Helmets can have up to 3 enchantments on them.

                    Helmets prevent the first Critical Hit that would be scored against you each day.
                    Last edited by Wade; July 13th, 2018, 02:36 PM.

                    Comment


                      #32
                      Originally posted by OrganizationXV View Post

                      Name: Allya Leafmark
                      Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

                      Alignment: Neutral Good
                      Age: early 20s
                      Class: Summoner
                      Level: 5
                      XP: 10,000
                      Race: Human
                      HD:
                      Strength: 15
                      Dexterity: 45
                      Vitality: 25
                      Energy: 35
                      BAB:
                      Damage: +5 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                      Attack Rating: 55 (10 plus 1 per Dexterity).
                      Defense: 55 (10 plus 1 per Dexterity).
                      Armor:
                      Weapon: Whip+Name: Allya Leafmark
                      Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

                      Alignment: Neutral Good
                      Age: early 20s
                      Class: Summoner
                      Level: 5
                      XP: 10,000
                      Race: Human
                      HD:
                      Strength: 15
                      Dexterity: 30
                      Vitality: 20
                      Energy: 35
                      BAB:
                      Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                      Attack Rating: 40 (10 plus 1 per Dexterity).
                      Defense: 40 (10 plus 1 per Dexterity).
                      Armor: Leather Armor (4)
                      Weapon: Whip+3 (1d4)+3- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                      Shield:

                      Fortitude:
                      Reflex:
                      Will:

                      Skills:
                      Summon Wolf
                      Requires: Level 1
                      Mana: 5
                      Effect:
                      Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.


                      Lightning Orb
                      Requires: Level 1
                      Mana: 5
                      Effect:
                      Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.

                      Feats:


                      Life: 42 +2x Vitality, +2x level number.
                      Mana: 108 +3x Energy, +3x level number (1d4)- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                      Shield:

                      Fortitude:
                      Reflex:
                      Will:

                      Skills:
                      Summon Wolf
                      Requires: Level 1
                      Mana: 5
                      Effect:
                      Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.
                      (4 skill points: +8 HP and +1 damage)

                      Lightning Orb
                      Requires: Level 1
                      Mana: 5
                      Effect:
                      Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.
                      (1 skill point: +1 damage)

                      Feats:


                      Life: 60 (+2x Vitality, +2x level number.)
                      Mana: 108 (+3x Energy, +3x level number.)

                      Items:
                      Potion of Minor Healing (2) (heals 50HP)
                      Potion of Mana (1) (gives 30 mana)



                      I just invested the skill and attribute points, and then bought 1,000 gold worth of swag.

                      So how do I reflect that the armor in my stats? Do I add it to my defense?
                      Yes. Armor is added to defense.

                      Comment


                        #33
                        Originally posted by Wade View Post
                        Equipment Slots:

                        Head/Helmet
                        Amulet
                        Right Hand (weapon)
                        Left Hand (weapon or shield)
                        Body/Armor
                        Right Ring
                        Left Ring
                        Gloves
                        Boots
                        Belt

                        =============

                        A fully outfitted and equipped character can become very, very powerful compared to a starting character. Adventurers should always keep their eyes open for new equipment options.
                        Just to be clear, with basic leather armor I go from 40 to 44? And a +1 to that leather armor gets me 45 total?
                        I guess I'd need to get totally set up to really get a benefit from armor, huh?
                        Originally posted by Wade
                        It isn't date rape if God commands it, and he already commanded it.

                        Originally posted by Wade
                        I'm saying we actually don't know for certain that 1kg is 1kg.

                        Comment


                          #34
                          Originally posted by OrganizationXV View Post

                          Just to be clear, with basic leather armor I go from 40 to 44? And a +1 to that leather armor gets me 45 total?
                          I guess I'd need to get totally set up to really get a benefit from armor, huh?
                          Yeah, but there are several additional armor benefits, so in total Defense Rating grows faster than Attack Rating for most classes.

                          Like this:

                          Armor Bonus goes up to 8 +4 "Armor"
                          Shield Bonus gos up to 4 +4 "Shield"
                          Protect Ring Bonus goes up to +4 "Protection"
                          Boots gives a "Dodge" bonus to Armor up to +4
                          Then you can have a "Deflection" modifier on a weapon again up to +4 armor.

                          So armor is not "useless" you will notice the benefits once you have a few pieces of middle level gear.

                          However, as a summoner, you might prefer a better whip instead of early armor. It's up to you.

                          Comment


                            #35
                            Okay, I'm pretty sure that's enough rules for now. It covers almost everything reasonably well.

                            Comment


                              #36
                              XV:

                              here is an example. This is a level 5 Black Mage. I have spent all my Attribute points on Vitality, and all my skill points in Magic Missile. I've recalculated my Life and mana.

                              Name: Sam Strong
                              Type: Black Mage:
                              Alignment: Neutral Good
                              Level: 5

                              Strength: 15
                              Dexterity: 30
                              Vitality: 40
                              Energy: 35

                              Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                              Attack Rating: 40 (10 plus 1 per Dexterity).
                              Defense: 40 (10 plus 1 per Dexterity.)

                              Life: 90 +2x Vitality, +2x level number.
                              Mana: 120 +3x Energy, +3x level number.

                              Abilities:
                              Magic Missile Level 4
                              Firebolt Level 1

                              Equipment:
                              Wand +3 (of Magic Missiles : Both the standard spell and the charge spell are Magic Missile level 6)
                              Last edited by Wade; July 14th, 2018, 07:36 AM.

                              Comment


                                #37
                                Originally posted by Wade View Post

                                Yeah, but there are several additional armor benefits, so in total Defense Rating grows faster than Attack Rating for most classes.

                                Like this:

                                Armor Bonus goes up to 8 +4 "Armor"
                                Shield Bonus gos up to 4 +4 "Shield"
                                Protect Ring Bonus goes up to +4 "Protection"
                                Boots gives a "Dodge" bonus to Armor up to +4
                                Then you can have a "Deflection" modifier on a weapon again up to +4 armor.

                                So armor is not "useless" you will notice the benefits once you have a few pieces of middle level gear.

                                However, as a summoner, you might prefer a better whip instead of early armor. It's up to you.
                                I think I have the attributes and skill points figured out, and I'm thinking I'd much rather have the good whip over the armor- although I was really kind of banking on the potions tbh. I'm always a little skittish in new games and I like having a safety net. then again, potions are really nerfed compared to 5e (at least as far as price and use time go), so I guess I could max out the whip.

                                Name: Allya Leafmark
                                Background: A human that combined her talent with magic and an impulsive need for companionship to become a summoner.

                                Alignment: Neutral Good
                                Age: early 20s
                                Class: Summoner
                                Level: 5
                                XP: 10,000
                                Race: Human
                                HD:
                                Strength: 15
                                Dexterity: 30
                                Vitality: 20
                                Energy: 35
                                BAB:
                                Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
                                Attack Rating: 40 (10 plus 1 per Dexterity).
                                Defense: 40 (10 plus 1 per Dexterity).
                                Armor:
                                Weapon: Whip+3 (1d4)+3- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                                Shield:

                                Fortitude:
                                Reflex:
                                Will:

                                Skills:
                                Summon Wolf
                                Requires: Level 1
                                Mana: 5
                                Effect:
                                Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.


                                Lightning Orb
                                Requires: Level 1
                                Mana: 5
                                Effect:
                                Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.

                                Feats:


                                Life: 42 +2x Vitality, +2x level number.
                                Mana: 108 +3x Energy, +3x level number (1d4)- Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                                Shield:

                                Fortitude:
                                Reflex:
                                Will:

                                Skills:
                                Summon Wolf
                                Requires: Level 1
                                Mana: 5
                                Effect:
                                Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.
                                (4 skill points: +8 HP and +1 damage)

                                Lightning Orb
                                Requires: Level 1
                                Mana: 5
                                Effect:
                                Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.
                                (1 skill point: +1 damage)

                                Feats:


                                Life: 60 (+2x Vitality, +2x level number.)
                                Mana: 108 (+3x Energy, +3x level number.)


                                So I think this is the final version? Just realized I accidentally put the +3 whip in already, that's my bad. I got rid of the armor and potions though, so I think we're good.
                                Last edited by OrganizationXV; July 13th, 2018, 07:54 PM.
                                Originally posted by Wade
                                It isn't date rape if God commands it, and he already commanded it.

                                Originally posted by Wade
                                I'm saying we actually don't know for certain that 1kg is 1kg.

                                Comment


                                • Wade
                                  Wade commented
                                  Editing a comment
                                  Looks good to go.

                                  Also, Saving Throws are the same as your Attribute totals.

                                  You roll a D20 vs the attacker's attribute. A natural 1 is an automatic failure. A natural 20 is an automatic Save.

                                  So there are four categories of Save in my game instead of AD&D 3.x and 4.x having 3 categories of save.

                                  The one that will be used the most is Dexterity vs Energy.

                                  BAB no longer exists. It's been replaced with Attack Rating.
                                  Last edited by Wade; July 14th, 2018, 08:12 AM.

                                • OrganizationXV
                                  OrganizationXV commented
                                  Editing a comment
                                  Yaaaay!

                                #38
                                Let me give just two fictional examples of saves.


                                Example 1:
                                Let's say a mage is attacking you with an elemental spell.

                                He rolls a D20 plus his energy vs. your D20 plus your Dexterity. This is a "Reflex Save" for half.

                                Let's say his energy is 40, and your Dexterity is 30. He rolls 40 + 1d20 vs your 30 + 1d20.

                                If the defender rolls a natural 20, they win the save even if their total would have lost.
                                If the defender rolls a natural 1, they lose the save even if their total would have won.

                                Example 2:

                                A mage is attacking with a "Save or Die" spell. This is a Vitality save.

                                The attacker rolls his energy, 40 + 1d20, vs the defender's vitality, 35 + 1d20.

                                If the defender wins the save, nothing happens.

                                If the defender loses the save, they die. If the defender rolls a natural 1 they die even if they would have otherwise won the roll.

                                Comment

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