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:
- Arty: 3 Skill Points; +4 on Artistic and Charasmic skills; +1 Will
- Boffin: 4 Skill Points; +4 on all Knowledge skills; +2 on all Professional skills; +1 Will
- Jock: 1 Skill Points; +2 on Aglity skills; +1 on Attack and Defence, +1 Fortitude; +4 HP
- Grunt: 1 Skill Points; +2 on Attack, Defence, Initative; +2 Survival and Sence skillsl; +1 Fortitude; +4 HP
- Tealeaf: 2 Skill Points; +2 on Thief skills, +1 Defence and Initative; +1 Reflex; +2 HP
Attributes
- all characters have:
- Strength
- Dexterity
- Constution
- Intelligence
- Wisdom
- Charisma
- Allocate the following, 16 (+3), 14 (+2), 13 (+1), 12 (+1), 11 (0), 10 (0)
Saving Throws
- Fortitude: These saves measure a combatant's ability to stand up to massive physical punishment or attacks against a combatant's vitality and health. Apply a combatant's Constitution Modifier to a combatant's Fortitude saving throws.
- Reflex: These saves test a combatant's ability to dodge attacks. Apply a combatant's Dexterity Modifier to a combatant's Reflex saving throws.
- Will: These saves reflect a combatant's resistance to mental influence and domination. Apply a combatant's Wisdom Modifier to a combatant's Will 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:
- Dodge: requires Dex 13+, allows a +1 defense vs. a specific opponent
- Fame: +3 Reputation (adds to relivent Charisma skills)
- Improve Skills: +2 on two a selected skills
- Focued Hit: requires Str 13+ (Melee) / Dex 13+ (Ranged), you can subtract up to your base attack bonus from attack rolls and add them to damage rolls
- Quick Draw: requires Base Attack +1, Drawing a weapon is a free action instead of a move action
- Save Focus: +2 on a selected Saving Throw
- Toughness: +3 on Hit Points
- Weapon Focus: +1 to attack and damage with a selected skill
- 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
- Nothing, DR 0, ACP 0
- Normal Cloths, DR 1, ACP 0
- Heavy Work, DR 2, ACP 1
- Light Body Armor, DR 3, ACP 2
- Kevlar Plates, DR 4, ACP 5
- Helm, +1 DR
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