Guest User

Untitled

a guest
Jul 22nd, 2018
51
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.65 KB | None | 0 0
  1. ADVENTURE, DUNGEONS AND DANGER
  2. A.D.D, AN RPG FOR EXPLORATION, MORTAL PERIL AND RIGHTEOUSNESS
  3.  
  4. A.D.D is a simple game, oriented towards fun rather than story. There is no established setting although the themes should be obvious. A.D.D is about playing righteous heroes traveling the land and thwarting evil. Despite this description this game does not take much inspiration from dnd. Dungeons and dragons is very set in its own established setting, recycling races, deities and themes. A.D.D takes more lessons from adventure time and legend of zelda.
  5.  
  6. MECHANICS AND CHARACTERS
  7.  
  8. A.D.D uses two dice, d6s and d10s. The d6 is primarily used for equipment and the modification of stats, whereas the d10 is used for the stats themselves. In this way, while gear may be a great help to a character, items themselves should never overshadow a characters own abilities.
  9.  
  10. The stats all characters use are as follows
  11.  
  12. Strength, used for feats of sheer physical might, helps health and melee capabilities.
  13. Resilience, used for characters health, toughness and endurance.
  14. Agility, used for both dexterity/hand-eye coordination and movement speed.
  15. Wisdom, The mental attribute. Used for both scholarly lore and sage advice.
  16. Social, represents face, charm and other interpersonal aspects.
  17. -----------, This is important, on top of the first 5 stats is a sixth. This is whatever you’re character is especially good at. A specialization, school of magic, exotic weapon, lost skill. The GM has final say on what this stat can cover, but try to be imaginative.
  18.  
  19. There are two ways to make a character. The first is point-buy, where you have 27 points to spend between your stats, all stats must be between 1-8 points to start. Another option is to roll 6d10, minus 1 from each. This is the only way to start a character with 9 in any stat, but you also run the risk of starting with zero.
  20.  
  21. DIFFERENCES IN CHARACTER CREATION
  22. As explained later, the only real way of spending XP is increasing your stats. In the point-buy system characters only start with 27 of the possible 60 points characters can have. With rolling however there is the chance to go beyond 27 and thus be closer to the max 60. If you plan to run a longer campaign I'd suggest using point buy but rolling stats works better for one shots.
  23.  
  24.  
  25. Aside from those primary stats, a few more pieces of information are necessary.
  26. HEALTH: RESX2+STR
  27. INITIATIVE: used for determining action order, usually Initiative is equal to AGI, but if you are ambushing or striking first, add 1d6 to it.
  28. MOVEMENT SPEED: There is no exact math for determining movement speed, but if, say, characters are racing each other or in a situation similar to that, movement speed is equal to AGI times RES, at whatever scale you wish it doesn’t really matter.
  29.  
  30. DICE ROLLING AND CONFLICT RESOLUTION
  31.  
  32. METHOD 1: ROLL UNDER
  33. Roll a single d10 whenever you need to make a test against your stat. Rolling under is a success, rolling over is a fail.
  34. ATTACK - When rolling for an attack, degrees of success determine damage(example, if your strength is 7 and you roll a 3, your degrees of success and thus damage is 4). If you are using a weapon then you may add whatever die roll or value it gives you to your degrees.
  35. DEFEND – Defending is really a broad term. This also applies to dodging. Roll your RES for defending and AGI for dodge. After adding any relevant gear rolls(typically armor for RES), your resulting degrees of success reduce the attacking degrees of success by 1 for every point of defend. If you’re defend beats the enemies attack then you have completely blocked or avoided the attack. Any remaining attack degrees reduce your health.
  36. SKILL CHECKS – There are no “skills”, simply roll a relevant stat. Degrees of success officially don't matter but the GM should change the description of the results depending.
  37.  
  38. NOTE – While equipment will make a successful roll even better, gear and bonuses cannot undo a failed roll. If you fail on the roll itself then that is it.
  39.  
  40. CRITS
  41.  
  42. There are two crit rolls, a 1 and a 10. If you roll a 1 then roll an additional 1d6 on top of every other bonus and add that to your degrees. If you roll a 10 then the opposition rolls 1d6 and adds that to their degrees. NOTE: Having a 10 in a stat does not guaruntee success, rather ir prevents critical fails. If you roll a 10 when testing a stat you have 10 in, simply consider it a failed roll.
  43.  
  44. FINISHING TOUCHES
  45.  
  46. EQUIPMENT
  47. Standard equipment will usually only have values of 1-2, adding those numbers to degrees of success for rolls it is used in. Higher quality weapons and armor may use a d6, especially if made from a material that could be considered a weakness of certain monsters. Above that are weapons that have a d6 and straight bonus, such as 1d6+1...only the greatest weapons of legendary status will go as far as to add 2d6.
  48.  
  49. Tier 1- leather and wood too iron(lower quality materials). +1 too +3
  50. Tier 2 – Steel and mythril, minor magical abilities(Higher quality materials, some magic), 1d6
  51. Tier 3 – Adamantite, starmetal, dragonscale and giant bone, 1d6+1-3
  52. Tier 4 – Magically created by the gods and granted to deserving mortals 2d6
  53.  
  54. There are no set rules for starting gear, but I would recommend one starting tier 1 and one tier 2 object, the player may choose which is armor and which is a weapon.
  55.  
  56. EXPERIENCE
  57.  
  58. XP in this system is simple. At the end of a session each player may increase one stat by at least 1.
  59. The GM may give good players additional XP, but each XP point means increasing their stats by 1.
  60.  
  61.  
  62.  
  63. FREQUENTLY ASKED(OR POSSIBLE) QUESTIONS.
  64.  
  65. Q: Baaawww my character died in like three hits cuz I rolled shitty.
  66. A: Thems the breaks, combat in this system should be resolved in a few rounds. That being said being knocked down to zero HP doesn’t necessarily mean death. It should be considered more like being knocked out. Once the fight is over any surviving PCs can either heal the unconscious or bring them into town to find a healer.
  67.  
  68. Q: Why is magic broken?
  69. A: Because your GM can't say no. The 6th stat should be clearly defined at character creation especially when magic gets involved. Instead of simply allowing “Magic” as your 6th stat choosing a special school of magic would be much more balanced.
  70. Another way to balance magic would be to use a mana stat. Mana could be equal to 6th stat(assuming its magically powered)+WIS, and every time you use magic you spend 1 point of mana, and you can only regain mana by relaxing/napping/meditating.
  71.  
  72. Q: What exactly are the sources of inspiration for this?
  73. A: Idea wise, adventure time and legend of zelda. Mechanics wise color heroes.
  74.  
  75.  
  76. EXAMPLE CHARACTERS
  77.  
  78. FINN THE HUMAN BOY
  79.  
  80. STR-6
  81. RES-4
  82. AGI-5
  83. WIS-1
  84. SOC-4
  85. HERO-9
  86. HP-14
  87. MOVE-20
  88. TOTAL POINTS-29, made using die rolls
  89. HERO may be used instead of any other relevant stat when facing enemies who's point total exceeds his own by 5.
  90.  
  91. GEAR
  92. Swords – varies, the swords finn has had could go from tier 1(the original) to tier 3(his fathers)
  93.  
  94.  
  95.  
  96. LINK, HERO OF HYRULE
  97.  
  98. STR-6
  99. RES-3
  100. AGI-4
  101. WIS-3
  102. SOC-2
  103. TRIFORCE MAGIC-8
  104. HP-12
  105. MOVE-12
  106. TRIFORCE MAGIC may be used to fuel magical objects and perform special attacks without using mana points
  107.  
  108. GEAR
  109. Kokiri Sword+1d6 tier 2-3?
  110. Wooden shield+2 tier 1
  111.  
  112.  
  113. HOW TO RUN THIS GAME
  114. Heres a tip: don't. Encourage player banter and interaction. Set a scene and let them shape what happens. All the GM really needs to handle are NPCs and fights.
  115. If doing something like a big boss fight, stat individual sections of the boss and let the players lop em off one at a time. This is not a game for real story telling or plot. This is a game for players and making legendary stories for them to tell to other players later.
Add Comment
Please, Sign In to add comment