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Simple Twenty Rules

by DaveF, Oct 2004
The following rules follow the ideas of d20.

Basic Task Resolution System

These rules assume a standardized system for determining the success or failure of any given task. That system is:
           d20 + Modifiers vs. Target Number
The Modifiers and Target Number are determined by the type of task.

If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.

     TN       Type of Use
      5       Simple Task, Skilled person should always succeed first time
     10       Ordinary Task, Skilled person should always suceed with a few tries
     15       Average Task, Skilled person should always succeed afer a
                  short time (ie take 10)
     20       Hard Task, as Average Task but also required tools
     25       Difficult Task, as Hard Task but a skilled person needs to spend
                  concidrable time to do (ie take 20)
     30       Imposible Task even for a skilled person

Characters

Background

All characters have a basic type:

Attributes

all characters have:
Allocate the following, 16 (+3), 14 (+2), 13 (+1), 12 (+1), 11 (0), 10 (0)

Saving Throws

Skills

allocate 6 times ( Background Modifier + Intelligence Modifier) points to following skills. Max 5 points per skill.

 (*)Appraise (INT)
 (*)Balance (DEX; ARMOR CHECK PENALTY)
 (*)Bluff (CHA)
 (*)Climb (STR; ARMOR CHECK PENALTY)
 (*)Craft {Something} (INT; CHOICE)
 (*)Diplomacy (CHA)
    Disable Device (INT; TRAINED ONLY)
    Disguise (CHA)
    Escape Artist (DEX; ARMOR CHECK PENALTY)
    Forgery (INT)
 (*)Gather Information (CHA)
    Handle Animal (CHA; TRAINED ONLY)
 (*)Heal (WIS)
 (*)Hide (DEX; ARMOR CHECK PENALTY)
    Innuendo (WIS; TRAINED ONLY)
 (*)Intimidate (CHA)
 (*)Intuit Direction (WIS; TRAINED ONLY)
 (*)Jump (STR; ARMOR CHECK PENALTY)
 (*)Knowledge {Something} (INT; CHOICE; TRAINED ONLY)
 (*)Listen (WIS)
 (*)Move Silently (DEX; ARMOR CHECK PENALTY)
    Open Lock (DEX; TRAINED ONLY)
 (*)Perform (CHA)
    Pick Pocket (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
 (*)Profession {Something} (WIS; CHOICE; TRAINED ONLY)
    Read Lips (INT; TRAINED ONLY; ROGUE ONLY)
 (*)Ride (DEX)
 (*)Search (INT)
 (*)Sense Motive (WIS)
 (*)Spot (WIS)
 (*)Swim (STR)
    Tumble (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
 (*)Use Rope (DEX)
    Survival (WIS)

Feats

Each character has three feats from the following list:

Other Feats avaible on request.

Hit Points

All characters (and some items) have a certain number of hit points. Hit points represent a character's luck, health, and basic physical condition.

    HP = 10 + Background Modifier + Constution Modifier

Combat Skills

Melee Attack: Background Modifier + Strength Modifier
Range Attack: Background Modifier + Dexterity Modifier
Defence TN: 10 + Background Modifier + Dexterity Modifier
Initiative: Background Modifier + Wisdom Modifier

Armour

Armour removed damage from attacks (DR), Armour Check Penalty (ACP) hinders some skills

Weapons

Club or Stick 1d3
Dagger or Knift 1d4
Masetty or Axe 1d6
Small Gun or Bow 2d6
Heavy Gun or Rifle 3d6
Explosive 4d6

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Last edited October 7, 2004 12:52 pm by DaveF (diff)
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