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dnd:gonzo:rules [2018/11/25 20:04]
paolo_bolzoni Start the setting page
dnd:gonzo:rules [2018/12/16 21:46] (current)
paolo_bolzoni [Armor]
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 +[[start|Go back to index]]
 +
 ====== Setting ====== ====== Setting ======
  
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 Just like fighting monsters non-stops does not give long term problems to characters we take lots of artistic licences because it is meant to be //fun//. Just like fighting monsters non-stops does not give long term problems to characters we take lots of artistic licences because it is meant to be //fun//.
 +
 +
 +====== Armor ======
 +
 +Sci-Fi and Fantasy often differs in term of Armor. In a "​tipical fantasy inn" you can easily find a fighter in full plate and nobody beats an eye. Instead in Sci-Fi it would be extremely weird that a bunch of soldiers enter a bar in heavy bulletproof vests.
 +
 +To compensate and help classes that depend on armors, we use this variant rule:
 +
 +* Without armor or a shield, your character'​s AC equals 8 + his or her Proficency Bonus + his or her Dexterity modifier
 +
 +As usual if you have multiple ways to compute your base Armor Class, you take the highest.
 +
 +
 +===== Actions ======
 +
 +==== Reload ====
 +
 +The gun is empty or the hero has no more arrows or bolts in his hands... The **Reload** Action is needed to make certain weapons able to shoot again. Weapons with this property have a number nearby the **Reload** property that shows how many times it is possible to attack before a **Reload** is needed. Of course, to actually reload the character needs the correct type of projectile (e.g., bullets, arrows, rounds, bolts...). Projectiles are not counted by shells, charges or rounds, but by how many rounds you can use the weapon at normal efficiency.
 +To tone down Fantasy Ranged weapons, also bows and crossbow have the **Reload** property; basically it is how many arrows or bolt the hero can keep ready.
 +
 +
 +===== Skills =====
 +
 +Since the game is equilibrated on the existing number of skills we cannot add more. However, we can add new effects to existing ones.
 +
 +**Intelligence**
 +  * <​del>​Arcana</​del>​ Magic
 +  * <​del>​Religion</​del>​ Technofaith
 +
 +Religion now includes also Science and technology. So understanding a mysterious clockwork would be Knowledge Religion. Arcana is renamed "​Magic"​ to make more clear that is about "lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."​
 +
 +
 +**Wisdom**
 +  * <​del>​Animal Handling</​del>​ Animals & AI Handling
 +  * <​del>​Medicine</​del>​ Medicine & Mechanics
 +
 +"​Animal"​ is now in a extended sense, constructs with AI can be considered animals and to try to handle them use the same skill.
 +
 +Medicine is also now more general, from the mechanics of human bodies to mechanics of complex clockwork this skill can help fix them all.
 +
 +
 +===Learn about Monsters===
 +
 +Here are the monsters types and how the four knowledge skills maps to them. The list is not mandatory, it is just meant to help masters as a quick reference. It is possible to play around with different skills, for example a Wizard may get information about a Magical Plant using Knowledge Arcana; possibly with an increased difficulty class.
 +
 +  * **Aberrations**. Arcana.
 +  * **Beasts**. Nature.
 +  * **Celestials**. Religion.
 +  * **Constructs**. Religion.
 +  * **Dragons**. Arcana.
 +  * **Elemental** Arcana.
 +  * **Fey**. Nature.
 +  * **Fiends** Arcana.
 +  * **Giants**. Nature.
 +  * **Humanoids**. Depends, usually Religion.
 +  * **Monstrosities**. Depends, usually Nature or Arcana.
 +  * **Oozes**. Nature.
 +  * **Plants**. Nature.
 +  * **Undead**. Religion.
 +
 +History does not appear in any as it is actually a catch-all. If any creature type had a significant historical effect on the settings then it is a good candidate to learn about it using Knowledge (History).
 +
 +Constructs are under Religion as Knowledge Religion in space operas also includes technology.
 +
 +
  
  
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 normally considered difficult do not slow down. normally considered difficult do not slow down.
  
-**Heavy gravity**. ​Disdvantage ​in Athletics and Acrobatics. All the+**Heavy gravity**. ​Disadvantage ​in Athletics and Acrobatics. All the
 rules around weights consider weights doubled, all weapon ranges and jumps rules around weights consider weights doubled, all weapon ranges and jumps
 heights are halved. ​ and falling damage is doubled. Most terrains are heights are halved. ​ and falling damage is doubled. Most terrains are
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 successes. All weights are zero, but beware of the difference between mass and successes. All weights are zero, but beware of the difference between mass and
 weight, some checks might be still needed. For example, a large boulder is weight, some checks might be still needed. For example, a large boulder is
-floating slowly, but steadily, ​torward ​the control panel. Krusk wants to+floating slowly, but steadily, ​toward ​the control panel. Krusk wants to
 deviate its trajectory, so he goes with a Strength (Athletics) Skill Check. deviate its trajectory, so he goes with a Strength (Athletics) Skill Check.
 All weapon ranges are quadrupled (it is impossible to keep precise shoots All weapon ranges are quadrupled (it is impossible to keep precise shoots
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   * It is also possible to change direction midair throwing something heavy.   * It is also possible to change direction midair throwing something heavy.
  
 +
 +===== Space Travel =====
 +
 +Interstellar distance is huge in real life. In our settings the distances are
 +similar, but the TecnoMagic invented ways to traverse the void of space at
 +unreal speeds. The distance between systems is usually measured in "​HyperSpace
 +days" that basically means how long one has to travel on the hyperspace to be
 +nearby the destination. Two nearby stars are usually distant around
 +seven--eight HyperSpace days. Similarly the distance between planets in the
 +same system is usually in "Space days."
 +
 +**Normal space travel**. Used to leave planets, around destinations,​
 +or to move between planets in the same system. Slow, but perfectly precise, it
 +is able to put someone exactly where it needs to.
 +
 +**HyperSpace travel**.
 +To move in the HyperSpace is not simply going very fast. HyperSpace is another
 +dimension where any point in the HyperSpace maps with one on the regular space.
 +However this mapping is not straightforward,​ so a body in one dimension is
 +actually scattered in the other.
 +
 +It is critical to compute the HyperSpace travel correctly (normal space ship
 +computers can do it in few minutes) to avoid to have the travel finishing with
 +the ship scattered in tiny fragments or with missing parts.
 +
 +For this reasons HyperSpace travels start and finish at least from a distance
 +of three--six Space days from a system.
 +
 +**Wormhole travel**. The industrial use of kind of travel is just
 +theoretical,​ but it may happen naturally and there is at least one recorded and
 +verified case where one small ship did manage to arrive from one border of the
 +universe to the center in just 16 days.
  
dnd/gonzo/rules.1543176250.txt.gz ยท Last modified: 2018/11/25 20:04 by paolo_bolzoni