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supernal

Terrenus Dice System

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Basic

One attack per turn. 

The Stats

  1. You fail miserably. Opponent gets a counter. Take -.25 HP.
  2. You hit. .25 HP.
  3. You hit. .25 HP.
  4. You hit. .25 HP.
  5. You hit. .25 HP.
  6. You hit. .5 HP.
  7. You hit. .5 HP.
  8. Precise hit. 1 HP.
  9. Precise hit. 1 HP.
  10. Lucky strike. 1 HP + extra roll.

Variant 1
For members that want matches settled by damage inflicted on others and not on self, set rolls 1 and 2 to cause zero damage.

Variant 2
For members that want battles decided without missed attacks or self damage, change 1 - 3 to cause "chip damage" value of .25

Creature Classifications
[Bottom Tier] monsters have 1 HP. Example: Rats, kobolds, zombies, snakes, unskilled humanoids.
[Low Tier] monsters have 2 HP. Example: Ghouls, Wolves, Skeletons.
[Mid Tier - default for players] monsters have 3 HP. Example: Dire creatures, gargoyles, trained humanoids.
[High Tier] monster has 4 HP. Example: Hill Giants, Young Dragons, Ogres, Golems.
[Nova Tier] monster has 5 HP. Example: Adult Dragons, Balors, Pit Fiends. 2x attack; no self damage, just lost roll
[Mega Tier] monster has 6 HP. 2x attack; no self damage, no lost roll
[Legend Tier] monster has 7 HP. 3x attack; no self damage, no lost roll

Writing it out

HP here stands for Hit Point, and not Health Point. The distinction between the two is that Hit Point just indicates you've been hit, that you take damage, and not that your character has X number of health and when they are reduced to 0 are no longer healthy. A character can take many hits and go down to 0 HP, with this being reflected as their losing the fight or becoming incapacitated, not necessarily losing limbs and bleeding out. 

You can easily roll before or after your post, either letting the roll inform your writing from the beginning (if before) or writing however you like and letting the roll dictate end result (if after). To crib from DoS, every attack doesn't need to be a snapshot of action or directly correlate as 1 action to 1 roll. If that's how you want to capture the action that's fine but you can also write a series of dramatic and clever exchanges in whatever fashion suits you then, as the rolls add up, when someone hits 0, describe the end of the fight. 

Edited by supernal

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Intermediate

Preps / Buffs
You can only attack once per turn and you can't prep and attack in the same turn. 

You can prep a maximum of two times and have a maximum of two buffs active (or one buff doubled up). You can retain your Buff and expend them at your discretion but can only hold 2 buffs at once. 

Buffs last until expended and you must define what your prep is for when you make it. Ex.: Prep - Speed

  1. Tough: Reduce any attack done on you by .5
  2. Strong: Increase any attack you do by .5
  3. Accurate: Add +1 to your roll (not damage)
  4. Speed: Attack multiple times or targets. One prep per additonal target

Creature Classifications[Bottom Tier] monsters have 1 HP. Example: Rats, kobolds, zombies, snakes, unskilled humanoids.
[Low Tier] monsters have 2 HP. Example: Ghouls, Wolves, Skeletons.
[Mid Tier - default for players] monsters have 3 HP. Example: Dire creatures, gargoyles, trained humanoids.
[High Tier] monster has 4 HP. Example: Hill Giants, Young Dragons, Ogres, Golems.
[Nova Tier] monster has 5 HP. Example: Adult Dragons, Balors, Pit Fiends. 2x attack; no self damage, just lost roll
[Mega Tier] monster has 6 HP. 2x attack; no self damage, no lost roll
[Legend Tier] monster has 7 HP. 3x attack; no self damage, no lost roll

Edited by supernal

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Advanced

Each class gives you a 67% chance of getting a random 1-turn Boon. Basically a 1 in 5 chance of something extra. A 67% chance means rolling 1d100 and getting a 67 or less. This is done on a per-turn basis.

Classes
Sword: Deal extra .5 damage
Shield: Take .5 less damage
Arrow: Add +1 to your roll
Kamikaze: Deal +1 damage, take +.5 damage
Aegis: Take -1 damage, deal -.5 damage
Gambler: Roll 1d10. 1-6 = +2 to current roll. 7-10 = -2 to current roll

Edited by supernal

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