The Player's Compendium/Dice And Taking Action: Difference between revisions

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A contested roll is one in which one roll is compared against the other, with one representing an attempt to perform an action, and the other representing an attempt to thwart that action. The action completes successfully so long as the value of that die roll is greater than or equal to the die repressing the attempt to thwart the action.
A contested roll is one in which one roll is compared against the other, with one representing an attempt to perform an action, and the other representing an attempt to thwart that action. The action completes successfully so long as the value of that die roll is greater than or equal to the die repressing the attempt to thwart the action.


=== Action Categories ===
== Action Categories ==
Actions are divided into five categories. Some actions may be taken under multiple categories, depending on the circumstances within which it is performed. For example, an action that provides a buff, may be taken as a '''Defensive''' action, if it is performed on yourself, or a '''Utility''' action if used on an ally. However, any actions which can be taken under multiple categories will explicitly state so, and define the exact circumstances under which they can be taken in each category.
Actions are divided into five categories. Some actions may be taken under multiple categories, depending on the circumstances within which it is performed. For example, an action that provides a buff, may be taken as a '''Defensive''' action, if it is performed on yourself, or a '''Utility''' action if used on an ally. However, any actions which can be taken under multiple categories will explicitly state so, and define the exact circumstances under which they can be taken in each category.


==== Offensive ====
=== Offensive ===
Actions categorized as offensive are designed to aggress against opponents, inflict damage or otherwise incapacitate. Not every action that inflicts damage is necessarily an offensive action.
Actions categorized as offensive are designed to aggress against opponents, inflict damage or otherwise incapacitate. Not every action that inflicts damage is necessarily an offensive action.


==== Defensive ====
=== Defensive ===
Deffensive actions are ones designed to reduce damage taken, buff yourself, or fortify your position. This category also includes actions taken to free yourself from restraint, such as grapling.
Deffensive actions are ones designed to reduce damage taken, buff yourself, or fortify your position. This category also includes actions taken to free yourself from restraint, such as grapling.


==== Utility ====
=== Utility ===
Utiltiy actions are ones which provide stratigic, positional or power advantages. Healing abilities, whether used on yourself or others also fall into this category.
Utiltiy actions are ones which provide stratigic, positional or power advantages. Healing abilities, whether used on yourself or others also fall into this category.


==== Reaction ====
=== Reaction ===
Reactions take place in response to an action taken by an enemy or ally between your turns, or outside of combat. Reaction actions fall into two sub-categories: <u>prepared</u> and <u>responsive</u>. <u>Prepared</u> actions are declared before ending your turn, and often offer a stronger effect, however they prevent you from taking an alternative reaction in the moment. <u>Responsive</u> actions are decided in the moment upon an action being taken by an enemy or ally, but only if no other <u>prepared</u> reaction was declared on your previous turn. Some reactions can be taken as either <u>prepared</u> or <u>responsive</u> to varying results. Outside of combat, prepared actions must simply be declared prior to the action which incited the reaction occurs. Only one reactin can be prepared at any given time and with enough insight, any friend or enemy can see that you are preparing something.
Reactions take place in response to an action taken by an enemy or ally between your turns, or outside of combat. Reaction actions fall into two sub-categories: <u>prepared</u> and <u>responsive</u>. <u>Prepared</u> actions are declared before ending your turn, and often offer a stronger effect, however they prevent you from taking an alternative reaction in the moment. <u>Responsive</u> actions are decided in the moment upon an action being taken by an enemy or ally, but only if no other <u>prepared</u> reaction was declared on your previous turn. Some reactions can be taken as either <u>prepared</u> or <u>responsive</u> to varying results. Outside of combat, prepared actions must simply be declared prior to the action which incited the reaction occurs. Only one reactin can be prepared at any given time and with enough insight, any friend or enemy can see that you are preparing something.


==== Social & Skill ====
=== Social & Skill ===
Social & skill actions allow you to interact with the world and those individuals within it. Through these actions you can persuade people to your side, threaten the enemy or solve a puzzle. Social actions allow your to learn new information, spread lies or plead for help. Skill actions allow you to perform complex tasks, often requiring more advanced knowledge of a particular topic or exensive practice. Despite this, anyone may generally attempt a skill action, however those with advanced knowledge or practice will have a far greater chance at success.
Social & skill actions allow you to interact with the world and those individuals within it. Through these actions you can persuade people to your side, threaten the enemy or solve a puzzle. Social actions allow your to learn new information, spread lies or plead for help. Skill actions allow you to perform complex tasks, often requiring more advanced knowledge of a particular topic or exensive practice. Despite this, anyone may generally attempt a skill action, however those with advanced knowledge or practice will have a far greater chance at success.


==== Basic Actions ====
=== Basic Actions ===
Basic actions are simple actions that can always be taken (unless there is an exclusion on the category) and never contain any exclusions themselves. The default basic actions that anyone can perform are listed below.
Basic actions are simple actions that can always be taken (unless there is an exclusion on the category) and never contain any exclusions themselves. The default basic actions that anyone can perform are listed below.



Revision as of 23:50, 1 October 2023

Dice Rolls

This system uses 4, 6, 8, 10, 12 and 20 sided dice. There are three primary tests conducted using dice, all of which use the 20 sided die. Attack rolls, skill checks and saving throws. Attack rolls determine whether or not an attack successfully strikes the target of the attack. Skill checks determine whether or not a character is successful in taking some action which requires some degree of skill. The degree of skill required (the minimum roll necessary to succeed) is determined by the game master prior to the player rolling the die. Guidelines for setting the minimal roll for any given situation can be found under the relevant documentation in these documents.

Modifiers

In some cases, modifiers may be added to a dice roll. This can take the form of either a static value which is added to the rolled value, a dynamic modifier calculated based off of the player's statistics, or some combination of the two.

Proficiency

When a creature has proficiency in a particular ability, area of expertise or domain of knowledge, they are able to add their Level Bonus to any d20 rolls associated with that variety of task.

Advantage & Disadvantage

In some instances, a player may be able to roll their dice with advantage or disadvantage. In both instances, the player rolls two dice. In the case of advantage, the player uses the die which rolled the higher value. In the case of disadvantage, they uses the die which rolled the lower value.

Contested Rolls

A contested roll is one in which one roll is compared against the other, with one representing an attempt to perform an action, and the other representing an attempt to thwart that action. The action completes successfully so long as the value of that die roll is greater than or equal to the die repressing the attempt to thwart the action.

Action Categories

Actions are divided into five categories. Some actions may be taken under multiple categories, depending on the circumstances within which it is performed. For example, an action that provides a buff, may be taken as a Defensive action, if it is performed on yourself, or a Utility action if used on an ally. However, any actions which can be taken under multiple categories will explicitly state so, and define the exact circumstances under which they can be taken in each category.

Offensive

Actions categorized as offensive are designed to aggress against opponents, inflict damage or otherwise incapacitate. Not every action that inflicts damage is necessarily an offensive action.

Defensive

Deffensive actions are ones designed to reduce damage taken, buff yourself, or fortify your position. This category also includes actions taken to free yourself from restraint, such as grapling.

Utility

Utiltiy actions are ones which provide stratigic, positional or power advantages. Healing abilities, whether used on yourself or others also fall into this category.

Reaction

Reactions take place in response to an action taken by an enemy or ally between your turns, or outside of combat. Reaction actions fall into two sub-categories: prepared and responsive. Prepared actions are declared before ending your turn, and often offer a stronger effect, however they prevent you from taking an alternative reaction in the moment. Responsive actions are decided in the moment upon an action being taken by an enemy or ally, but only if no other prepared reaction was declared on your previous turn. Some reactions can be taken as either prepared or responsive to varying results. Outside of combat, prepared actions must simply be declared prior to the action which incited the reaction occurs. Only one reactin can be prepared at any given time and with enough insight, any friend or enemy can see that you are preparing something.

Social & Skill

Social & skill actions allow you to interact with the world and those individuals within it. Through these actions you can persuade people to your side, threaten the enemy or solve a puzzle. Social actions allow your to learn new information, spread lies or plead for help. Skill actions allow you to perform complex tasks, often requiring more advanced knowledge of a particular topic or exensive practice. Despite this, anyone may generally attempt a skill action, however those with advanced knowledge or practice will have a far greater chance at success.

Basic Actions

Basic actions are simple actions that can always be taken (unless there is an exclusion on the category) and never contain any exclusions themselves. The default basic actions that anyone can perform are listed below.

  • Basic Attack (OF): Using a weapon or an emply hand, perform simple strike against an opponent. (this may involve either a melee hit or a ranged attack)
  • Fortify (DE): Add your level bonus to your AC until the end of your next turn. Your movement speed is reduced by 10ft until the end of your next turn.
  • Provide Aid (UT): Assist an ally with any simple action such as untying a knot, equiping armor, moving an object or similar.
  • Dodge (RE): This action can be either prepared or responsive. When responsive, an attack role against you becomes a contested role, using your DEX modifier. A success reduces the damage to half (rounded up). When prepared, on success the character takes no damage, and can move up to 5ft.
  • Attack of Opportunity (RE): When an opponent leaves your melee range, you can take it as an opportunity to take an attack action against them.
  • Talk (SS): Use your words to communicate with an individual or group.
  • Examine (SS): Examine an object or area in an attempt to discover previously unrevealed details or attributes.