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Changed: 12,13c12,13
Trained: middle of 3d20
Skilled: highest of 3d20
Competent: middle of 3d20
Mastered: highest of 3d20

Simple Twenty RPG: 2nd Edition

by DaveF, Aug 2007

Introduction

Rolls

All Attributes or Skills are in one of Three States the following rolls are used

   Untrained:    lowest of 3d20
   Competent:    middle of 3d20
   Mastered:     highest of 3d20

	State Roll + Level/2 + Attributes Mod  >= Target Number

	Target Number		Test Type
	 5			Simple 
	10			Everyday 
	15			Effort Needed (Find a concelled door)
	20			Hard (Find a magic trap)
	25			Very Hard (disarm a magic trap)

All Attribute are in the Trained State unless the character is effected by Posions, Magic etc.

6 Standard DnD? type attributes: Str, Dex, Con, Int, Wis, Cha

Allocate: 1x Great, 2x Good, 2x Fair, 1x Mediocre

   Value        Mod

   Legendary    +4
   Superb       +3
   Great        +2
   Good         +1
   Fair         +0
   Mediocre     -1
   Poor         -2
   Terrible     -3

There are three classes: Warrior, Expert, Adept

Adept: get three skills at Trained all others are at Untrained, get three Powers (or Spells), they add there Charisma Mod to uses of powers per event. Roll Hit Die three times pick lowest at each level.

Expert: get four skils at Trained all others are at Untrained, get two Powers. Roll Hit Die three times pick middle at each level.

Warrior: get two Combat skill and two other Skills as Trained all others are at Untrained, get two powers. Roll Hit Die three times pick highest at each level.

Acrobatics = Str = Balance, Escape Artist, Tumble - Run, Jump, Climb, Swim

Combat (*) = Dex or Str = There is a combat skill for each Weapon, Dex for Missile, Str for melee types

Craft (*) = Str or Wiz = Appraise and or Construct stuff

Initiative = Dex = partial Sense Motive, the Improved Inititive feat

Know (Legends) = Int = Stories, Monsters, Artefacts Know (Mystical) = Int = Magic, Gods, Demon, Plates etc Know (Ordinary) = Int = Local Knowledge, History and Geography

Observe = Wiz = Do a Spot, Listen, Search etc

Perform = Cha = Sing, Orate, Entertain

Persuasion = Cha = Bluff, Disguise, Forgery, Diplomacy, Intimidate

Spellcraft = Cha = Use powers againgst others

Stealth = Dex = Hide, Move Silently, Sleight of Hand

Thief = Dex = Pickpockets, Lock pick, etc

All character get to use a Power per Event as the following:

           Power Level
   level   1     2

   1       1
   2       2
   3       2     1

Warrior:

	/Level? 1/
	Select one Power from:
	Power Attack - Attack as on Skill Level Less but do max Damage
	Soak Damage - Ignore the last damaging blow
	Uncanny Defence - Attack as Skill Level Less but increase AC by 5
	Feat of Strength - Use Raw Strength at a Level Higher

Expert:

	/Level? 1/
	Focus Skill (*) - Use a Skill as one Skill level higher for next action, select skill
	Sneak Attack - Attack on suprised foe doing Max Damage

Adept:

	/Level? 1/
	Lay on Hands - do 1d8 healing
	Control or Turn Undead - Spellcraft Roll vs Undead Hits
	Spell: Light
	Spell: Detect Evil
	Spell: Detect Magic
	Spell: Detect Protection from Evil
	Spell: Hold Potal
	Spell: Magic Missile
	Spell: Read Languages
	Spell: Sheild
	Spell: Sleep
	Spell: Floating Disc
	Spell: Charm Person

Human:

	Hit Dice is d10
	Gain: 

Dwarf

	Hit Dice is d8
	Gain: 'See in the Dark' Power or
			Can use Con at Skilled to resist Poisons etc 
	Gain: one free Craft Skill at Trained

Elf

	Hit Dice is d8
	Gain: one free Knowledge skill at Trained
	Gain: one free Spell (Not need to be Adept to use this spell) or
			can use Skill Focus (Observe)

Halfling

	Hit Dice is d6
	Gain: Initiative or Observe Skill at Trained
	Gain: Skill Focus (Stealth) Power
	Gain: can use any Attribute at Skilled to resist Magic Effects.

See DandD? but basically - All Small Weapons do d4 (ie dagger), All medium Weapons do d6 (ie sword) , All Large Weapons do d8 (ie Great Sword).

Each round a character can move or attack or use a power. If the character move at the same time as attacking or using a power then Lower the Skill level by one. Lower than Untrained can't attack.


@Rubbish@

Rolls

All Skills are in one of Three States, the following resultion is used in each case.

   Untrained    low 3d20 or (^3d20^)
   Trained      mid 3d20 or (!3d20!) (see: MidThreeD20)
   Skilled      top 3d20 or (v3d20v)

Base Trait Score

All character Scores in all Traits are Half the character's Level (round down) + Attribute Modifier + Skill Modifier.

Trait Score == RND(Level/2) + Attr + Skill

Attribute Modifier

Modifier have five value:

   Value        Mod      3-18        Perc

   Legendary    +4
   Superb       +3      18+          98-100
   Great        +2      16-17        91-97
   Good         +1      13-15        71-90
   Fair         +0       9-12        31-70
   Mediocre     -1       6- 8        11-30
   Poor         -2       4- 5         4-10
   Terrible     -3       3 or less    1- 3

  Attribute Table
  Score            Modifier Dice       Rating
  0                 -4                 Subhuman
  1-2  (2)          -3                 Feeble
  3-5  (5)          -2                 Poor
  6-8  (8)          -1                 Fair
  9-11 (10)          0                 Typical
  12-14 (12)        +1                 Good
  15-17 (15)        +2                 Exceptional
  18-20 (20)        +3                 Remarkable
  21-25 (25)        +4                 Meta-Human            
  26-30 (30)        +5                 Super-Human
  31+               +6                 Godlike

Character Creation

A character starts of with Mod Untainted in all Normal Skills and No Ability in Specialise Skills.

A characters starting Class and Race determine the Normal and Specialise Skill for the character.

6 Attributes of Str, Dex, Con, Int, Wis, Cha
6 Attributes which start at 1x Great, 2x Good, 2x Fair, 1x Mediocre

Each Non Human Race has 1 Attribute Bonus and 1 Attribute Penalty

Human:
Elf: Increase Cha by one level ; Knowledge Skill is counted as a Normal Skill.
Dwarf: Increase Con by one level ; Craft Skill is counted as a Normal Skill.
Gnome: ; Magic Skill is counted as a Normal Skill.
Halfling:
Half Orc: ; Combat Skills are counted as a Normal Skill.

 Level
  1      Gain or Increase a Class Feature
  2      Gain or Increase a Race Feature
  3      Increase a Skill State
  4      Increase an Attribute by one level
  5      Gain or Increase a Class Feature
  6      Gain or Increase a Race Feature
  7      Increase a Skill State
  8      Increase an Attribute by one level
  9      Gain or Increase a Class Feature
 10      Gain or Increase a Race Feature
 11      Increase a Skill State
 12      Increase an Attribute by one level
 13      Gain or Increase a Class Feature
 14      Gain or Increase a Race Feature
 15      Increase a Skill State
 16      Increase an Attribute by one level
 17      Gain or Increase a Class Feature
 18      Gain or Increase a Race Feature
 19      Increase a Skill State
 20      Increase an Attribute by one level
 21      Gain or Increase a Class Feature
 22      Gain or Increase a Race Feature
 23      Increase a Skill State
 24      Increase an Attribute by one level
 25      Gain or Increase a Class Feature
 26      Gain or Increase a Race Feature
 27      Increase a Skill State
 28      Increase an Attribute by one level

Normal Skills

Notice

Movement

Specialise Skills

Combat

Magic

Knowledge

Craft

Powers

All character types get powers that they can use at the following rates:

           Power
   level   1     2     3     4     5
   1       1
   2       2
   3       2     1
   4       2     2
   5       2     2     1
   6       3     2     2
   7       3     2     2     1
   8       3     3     2     2
   9       3     3     2     2     1
  10       4     3     3     2     2

Class Powers

Turn at Level X
Cast spell at Level X
Power Blow at Level X
Improve Skill at Level X


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Last edited October 15, 2007 11:49 am by DaveF (diff)
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