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Forgotten Realms Adventures Rules

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Aug 23rd, 2022
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  1. NOTE: The QM will handle all of the math. This exists specifically for players that wish to know what every number means.
  2.  
  3. == Attributes ==
  4. Attributes quantify basic information about a character. The four Attributes are as follows:
  5. >Strength - Brawn, constitution, physical power, and durability. Your Health is equal to your Strength score + 12.
  6. >Agility - Quickness, poise, and reflexes. Your Defense is equal to your Agility score, modified or replaced by armor.
  7. >Intellect - Cunning, wit, memory, and education. Your Perception is equal to your Intellect score. Add half your Intellect to Power.
  8. >Will - Courage, discipline, and sense of self. Your Power is equal to your Will score + half your Intellect score + 3, which is used for various special abilities.
  9.  
  10. == Derived Stats ==
  11. Much like Attributes, there are four derived stats that describe more abstract ideas about a character. These are:
  12. >Health, which represents a character's overall ability to remain alive. If a character's health is reduced to zero, they are not necessarily (but probably) dead.
  13. >Defense represents how difficult it is to hit a character. Equipment, magic, circumstances, and Feats can modify Defense. Note that Defense does not apply against some spells, traps, and other such hazards.
  14. >Perception represents how good a character's senses are. It is used for following tracks, spotting hidden creatures, and finding traps, among other things. A high Perception will also offer the opportunity to passively gather information about your environment.
  15. >POWER is a measure of a character's reserves of magic, self-discipline, faith in the gods, or what have you. Power is used exclusively for special abilities, or to cast magic spells, and is fully replenished whenever a character can safely rest.
  16.  
  17. == Attribute Tests ==
  18. If a choice tagged with an Attribute in [brackets] is selected by vote, a d20 will be rolled. If the result is less than or equal to the corresponding Attribute, it is a success. If the result is higher than the corresponding Attribute, it is a failure.
  19.  
  20. == Attacks ==
  21. Attacks are a special type of Attribute test. The target number is always 10, modified by the difference between the Attribute used by the attacker subtracted by the Defender's defense. For example, if a character with a Defense of 20 is attacked by someone with an Agility score of 16, 16 - 20 = -4. 10+(-4) = 6, so they will hit on a roll of 6 or lower.
  22.  
  23. == Boons & Banes ==
  24. Magic, feats, and circumstances can provide an ongoing bonus (Boon) or penalty (Bane) to certain rolls. Boons and Banes are always +3/-3 modifiers to rolls, and can stack or cancel each other out.
  25.  
  26. === Fortune ===
  27. Exceptional roleplaying, insightful conversations, and successfully pulling off remarkable stunts have a chance to earn a Fortune point. When (You) vote to spend your Fortune, you may choose to either succeed one Attribute test automatically OR restore half of your Power. There is no accumulating Fortune - you either have it, or you do not. Use responsibly.
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