Fixed many spelling mistakes and a few typeos

This commit is contained in:
bluesaxman 2023-01-26 09:08:04 -07:00
parent b4f863b6ac
commit 4d64769cc9
6 changed files with 23 additions and 23 deletions

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## Combat
Combat is always between two creatures, and is always one round. Additional Combats can take place but generally one should settle a fight between two creatures. (it may not kill ether one). Combat is calculated simoltaniusly unless there is a tie, in which case the creature with the highest quickness wins. To settle Combat, Each creature rolls d6 equal to their Strength. And then d6 equal to their Health. Minus the value rolled for the opponents Strength from the creatures Health. The higher number wins combat, incapacitating the other creature if the winning number is more than or equal to twice the losing number. If ether or both numbers are negitive. The creature with a negitive number loses one point of Health.
Combat is always between two creatures, and is always one round. Additional Combats can take place but generally one should settle a fight between two creatures. (it may not kill ether one). Combat is calculated simultaneously unless there is a tie, in which case the creature with the highest quickness wins. To settle Combat, Each creature rolls d6 equal to their Strength. And then d6 equal to their Health. Minus the value rolled for the opponents Strength from the creatures Health. The higher number wins combat, incapacitating the other creature if the winning number is more than or equal to twice the losing number. If ether or both numbers are negative. The creature with a negative number loses one point of Health.
Additional mechanics can be DBS.
@ -9,26 +9,26 @@ Additional mechanics can be DBS.
Creature A
Health: 5
Strength: 3
Inteligence: 2
Intelligence: 2
Quickness: 4
Creature B:
Health: 8
Strength: 4
Inteligence: 3
Intelligence: 3
Quickness: 1
Creature A has the higher quickness and chooses to initiate combat.
Creature A rolls 5d6 for Health and 3d6 for Strength
Resultes: 24 Health, 15 Strength
Results: 24 Health, 15 Strength
Creature B rolls 8d6 for Health, and 4d6 for Strength
Resultes: 30 Health, 10 Strength
Results: 30 Health, 10 Strength
Creature A: 24 Health - 10 Strength = 14
Creature B: 30 Health - 15 Strength = 15
Creature B wins Combat, Creature A is not incopacitated and ether creature can initiate combat again with eachother or other creatures.
Creature B wins Combat, Creature A is not incapacitated and ether creature can initiate combat again with each other or other creatures.

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## Creatures
All beings in the system are called creatures, this includes monsters, NPCs (non-player characters) and PCs (player characters). Any creature DBS can be used in any way (as an enemy, NPC, or even a PC) Creatures have 4 stats, and a starting magic affinity (regaurdless if magic is DBS or not). Additional stats may or may not be DBS.
All beings in the system are called creatures, this includes monsters, NPCs (non-player characters) and PCs (player characters). Any creature DBS can be used in any way (as an enemy, NPC, or even a PC) Creatures have 4 stats, and a starting magic affinity (regardless if magic is DBS or not). Additional stats may or may not be DBS.
### Stats
Each creature has a given health, strength, inteligence, and quickness. These can increase or decrease as things happen to the creature, this can be perminant or temporary, there is no cap, but a 0 in any is death. These increases or decreases, and their permanance are determined at the descression of the game runner and or DBS.
Each creature has a given health, strength, intelligence, and quickness. These can increase or decrease as things happen to the creature, this can be permanent or temporary, there is no cap, but a 0 in any is death. These increases or decreases, and their permanence are determined at the discretion of the game runner and or DBS.
#### Health
Health is how hearty a creature is. Its used in combat to determine if a creature can continue to fight. (See COMBAT) Its also used to determine other role playing factors such as sickness or enduring the elements.
An increase in this stat would be something like, this creature has seen a doctor and had its wounds treated, +1 health a day that he is being treated. A decrease would be something like, this creature was stabbed by a poisoned dagger, -2 health and -1 health for each day the poison is not treated. A death in this stat would be something like, the creature has died from bloodloss.
An increase in this stat would be something like, this creature has seen a doctor and had its wounds treated, +1 health a day that he is being treated. A decrease would be something like, this creature was stabbed by a poisoned dagger, -2 health and -1 health for each day the poison is not treated. A death in this stat would be something like, the creature has died from blood loss.
#### Strength
@ -18,11 +18,11 @@ Strength is an indicator of a creatures, well strength. The ability to pick up h
An increase in this stat would be something like, this creature has spent a week training +1 strength. A decrease in this stat would be something like, this creature has been beaten by a robber, -1 to strength. A death in this stat would be something like, the creature has died from exhaustion.
#### Inteligence
#### Intelligence
Inteligence is how smart a creature is, their mental acuity, and overall knowledge.
Intelligence is how smart a creature is, their mental acuity, and overall knowledge.
An increase in this stat would be something like, this creature has spend time reserching +1 intelegence. A decrease in this stat would be something like, a creature consumed alcohol, -1 intelegence. A death in this stat would be something like, this creature is catatonic and falls into a coma.
An increase in this stat would be something like, this creature has spend time researching +1 intelligence. A decrease in this stat would be something like, a creature consumed alcohol, -1 intelligence. A death in this stat would be something like, this creature is catatonic and falls into a coma.
@ -30,7 +30,7 @@ An increase in this stat would be something like, this creature has spend time r
Quickness is a creatures ability to react and move.
An increase in this stat would be something like, this creature has spent a week running an obstical course, +1 quickness. A decrease in this stat would be something like, this creature has been deprived of sleep -1 quickness. A death in this stat would be something like, this creature has been turned to stone.
An increase in this stat would be something like, this creature has spent a week running an obstacle course, +1 quickness. A decrease in this stat would be something like, this creature has been deprived of sleep -1 quickness. A death in this stat would be something like, this creature has been turned to stone.
### Affinity
@ -40,6 +40,6 @@ As stated in MAGIC, there are 5 spectrums of affinity, a creature starts with on
Frog
Health: 3
Strength: 1
Inteligence: 1
Intelligence: 1
Quickness: 5
Affinity: Nature

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@ -15,14 +15,14 @@ A description of the item.
Stats indicate what an item does. Each stat is optional unless indicated otherwise.
- Damage
- Defence
- Defense
- Effect
- Magic Type
### Example Item
Robes of Intelegence
Robes of Intelligence
Type: Equipable
Description: This robe seems to exsude the wisdom of those who have warn it before.
Description: This robe seems to exudes the wisdom of those who have warn it before.
Stats:
- Effect: +1 to Intelegence until unequipped
- Effect: +1 to Intelligence until unequipped

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## Magic
Magic exsists in a set of spectrums, these spectrums are defined in Magic Types below. These spectrums range from 0 - 10, in ether direction. A side from the affinity mechanics below, how or even if magic is used, or if it is even called magic is DBS
Magic exists in a set of spectrums, these spectrums are defined in Magic Types below. These spectrums range from 0 - 10, in ether direction. A side from the affinity mechanics below, how or even if magic is used, or if it is even called magic is DBS
### Magic Types
@ -12,4 +12,4 @@ Magic exsists in a set of spectrums, these spectrums are defined in Magic Types
### Affinity
The only how that is not DBS is affinity. As magic is used (whatever the term "use" that might be DBS), a creature develops affinity for that type of magic by 1 point per use up to the cap of 10 (you move along the spectrum by 1 point, so if you were cold 4 and used heat, you would be cold 3). A creature is always weak to its opposing type affinity. I.E. a creature that has a high affinity for heat will be weak against cold, or vise versa.
The only how that is not DBS is affinity. As magic is used (whatever the term "use" that might be DBS), a creature develops affinity for that type of magic by 1 point per use up to the cap of 10 (you move along the spectrum by 1 point, so if you were cold 4 and used heat, you would be cold 3). A creature is always weak to its opposing type affinity. I.E. A creature that has a high affinity for heat will be weak against cold, or vise versa.

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@ -8,4 +8,4 @@ Goals:
- A simple and quick combat system, get in, get out, get back to role playing
- A simple to understand magic system but with extreme depth of play, easy to learn, impossible to master
- An item system that allows for absolute customization, make what you want, for loot, or for story
- Grandma car pick it up and learn how to play in under 10 minutes, and a game session can last as short as 30 minutes or as long as you want.
- Grandma can pick it up and learn how to play in under 10 minutes, and a game session can last as short as 30 minutes or as long as you want.

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@ -4,11 +4,11 @@ Skills are how a creature does things, all skills are DBS. Skills improve with s
### Determining task difficulty level
This is mostly determined at the discression of the game runner. A general rule of thumb is that an easy task should be about 5, should be increased by 5 per difficulty level.
This is mostly determined at the discretion of the game runner. A general rule of thumb is that an easy task should be about 5, should be increased by 5 per difficulty level.
### Skill attempts
To make an attempt of a skill, one must roll a number of d6 equal to the level of the skill. This number must meet or exceed the difficulty level of the task at hand. Additional attempts can be made which are additive to eachother as long as failure of the task is not perminant, each attempt takes 1 minute of in game time. (Examples: Picking a lock requires 50, and the creature has a lockpicking of 2, they would always fail as they can only roll a maximum of 12, however they can succeed after a minimum of 5 attempts, or a maximum of 25 attempts. However, jumping over a pit requires 20, only a creature with a jumping level of 3 or more would be able to succeed, as failure of the task is final) Additional mechanics surounding this can be DBS.
To make an attempt of a skill, one must roll a number of d6 equal to the level of the skill. This number must meet or exceed the difficulty level of the task at hand. Additional attempts can be made which are additive to each other as long as failure of the task is not permanent, each attempt takes 1 minute of in game time. (Examples: Picking a lock requires 50, and the creature has a lock picking of 2, they would always fail as they can only roll a maximum of 12, however they can succeed after a minimum of 5 attempts, or a maximum of 25 attempts. However, jumping over a pit requires 20, only a creature with a jumping level of 3 or more would be able to succeed, as failure of the task is final) Additional mechanics surrounding this can be DBS.
### Improving skills