This blog is acting as a storage unit for the fantasy role-playing game I'm writing that is tentatively called "I Sing the Dungeon Electric".
The Core Mechanics and inspiration come primarily from Scrap Princess's Down World system.
Class and combat inspiration (and outright stealing) have come from Charles Taylor's Spells and Steel system.
Economics and all sorts of things have come from Alexis's Tao of DnD blog and system.
CORE RULES
Players have Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom as their core stats.
These are rolled at character creation in order by subtracting 1d4 from 1d4, giving a range of -3 to +3. After rolling, you may add +1 to one stat (max +3).
There are two central types of rolls: Standard Checks and Binary Checks
Most risky actions are Standard Checks, dictated by rolling 2d6 and adding the relevant stat. Success is determined by the following table:
6 or lower*: failure, along with whatever consequences that might entail
*rolling a snake-eyes (2 ones) is always a failure, and a particularly gruesome one
7-9: Success, but mitigated by some unintended consequence or complication
10-11: Unmitigated success
12 or higher*: Critical success, extra benefits come along with it
The Core Mechanics and inspiration come primarily from Scrap Princess's Down World system.
Class and combat inspiration (and outright stealing) have come from Charles Taylor's Spells and Steel system.
Economics and all sorts of things have come from Alexis's Tao of DnD blog and system.
CORE RULES
Players have Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom as their core stats.
These are rolled at character creation in order by subtracting 1d4 from 1d4, giving a range of -3 to +3. After rolling, you may add +1 to one stat (max +3).
There are two central types of rolls: Standard Checks and Binary Checks
Most risky actions are Standard Checks, dictated by rolling 2d6 and adding the relevant stat. Success is determined by the following table:
6 or lower*: failure, along with whatever consequences that might entail
*rolling a snake-eyes (2 ones) is always a failure, and a particularly gruesome one
7-9: Success, but mitigated by some unintended consequence or complication
10-11: Unmitigated success
12 or higher*: Critical success, extra benefits come along with it
*rolling boxcars (2 sixes) is always at least an unmitigated success, though not necessarily a critical success
Occasionally a binary yes/no result may be needed, that doesn't allow for complications or extraordinary success. In these cases, make a Binary Check, by rolling 1d12 and adding the relevant modifiers. 8 or higher is a success, 7 or lower is a failure.
ROLLING SKILLS
Player may have a number of skills, activities in which they are particularly proficient. A character is either Untrained in a skill, Trained in that skill, or a Master of that skill.
Characters rolling for a skill they are Untrained in simply make the relevant stat check and compare to the table.
Characters rolling for a skill they are Trained in cannot outright fail on a Standard Check. On a 6 or lower, they may choose to still succeed, but must take even worse complications than if they had rolled a 7-9 (they can choose to take the failure, though, if the complications seem too steep). Trained characters rolling the Binary Check d12 may add +2 to the stat roll.
Characters rolling for a skill they have Mastered roll like a Trained character during Standard Checks, but also add +1 to the roll. When attempting a Binary Check, they add +3 to the stat roll.
Occasionally a binary yes/no result may be needed, that doesn't allow for complications or extraordinary success. In these cases, make a Binary Check, by rolling 1d12 and adding the relevant modifiers. 8 or higher is a success, 7 or lower is a failure.
ROLLING SKILLS
Player may have a number of skills, activities in which they are particularly proficient. A character is either Untrained in a skill, Trained in that skill, or a Master of that skill.
Characters rolling for a skill they are Untrained in simply make the relevant stat check and compare to the table.
Characters rolling for a skill they are Trained in cannot outright fail on a Standard Check. On a 6 or lower, they may choose to still succeed, but must take even worse complications than if they had rolled a 7-9 (they can choose to take the failure, though, if the complications seem too steep). Trained characters rolling the Binary Check d12 may add +2 to the stat roll.
Characters rolling for a skill they have Mastered roll like a Trained character during Standard Checks, but also add +1 to the roll. When attempting a Binary Check, they add +3 to the stat roll.
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