Simplified Dice Roll Ruleset in Sakura | World Anvil

Simplified Dice Roll Ruleset

Introduction

  The below rules are meant to act as a set of guidelines for DM's when they are crafting their stories, so that player stats and character sheets can be made use of, without having to worry about NWN's combat system, or crack open the D&D rule books.   These rules are a bastardization of D&D and NWN mechanics. They are built for speed and ease of use. The DM has full discretion to use or modify any and all below.  

Basic rules:

  Rule 1) Whatever tells a good story Rule 2) Rule of Cool – Heroic Actions are encouraged, especially out of the box thinking.
  • Our first priority is to have fun. It’s not about winning or losing, and getting overly competitive with these rules is frowned upon.
  • Stick together as a party and work together as a team. It makes things more fun for everyone else and it makes things easier on your DM. Events are no place for solo RP. Be considerate!
  • The DM is trying to create a fun experience for all. This may sometimes require calling an audible. This can be either for or against the players but should always be in service of telling the story.

Combat rules:

 

Initiative:

Straight D20 + any feat modifiers. All rolls that are different from straight D20's MUST be declared in Party Chat or whatever is being used for OOC communications.   All combat rolls between combatants are contested stat rolls. The general rule is whatever primary stat is associated with a given task is what gets used.  
  • Str for striking and blocking
  • Dex for dodging or aiming
  • Wis for monk fighting
  • Spell DC for spells where applicable. (DC = 10 + spell lvl + primary stat bonus + other vs saves)

Damage:

HP = Con bonus   A successful hit reduces HP by 1 for all weapons and most spells. Most spells and attacks = about 50 HP in game, approximately.   DM may use their discretion for critical hits or high-level damage spells and other effects (prone, stun, etc, things leading to advantage/disadvantage), but should generally not climb above 2 to 3 HP of damage max, for crits, sneak attacks or other situations.   0 HP = unconscious not dead. Intent to KILL - MUST BE DECLARED, otherwise assume to stop at unconscious with the notable exception of instant death effects like death magic  

Healing:

In combat - all cure wounds spells, no matter the type, recover 1 HP. Heal will recover 3. Out of combat, DM's discretion on how fast a player can heal.  

Movement:

All characters PC and NPC get 1 move action 1 attack action Attack actions may be sacrificed for an additional move action. As per D&D.  

Ranges:

Current rule: DM discretion Melee: AoO still apply and 5 foot step + move action to go to ranged. Speed bonuses are DM's discretion. All other AoO are also at DM's discretion.  

Skill checks:

Current rule: DM discretion – These include all non-combat actions as well. Proposed rule: Stat checks vs DM provided DC. Stat checks are modified by skill ranks/10.  

DC Guidelines:

DC for a given task should run a range from 1 to 14, categorized as follows: 1-2 = easy 3-4 = minor 5-6 = average 7-8 = hard 9-10 = very hard 11-12 = extreme 13-14 = super human Extremes of +15 are possible where appropriate. Ranges can be used for DM’s needing help determining the DC of a given task. Stat rolls to resolve.  

Modifiers:

Use advantage/disadvantage from 5E. If player gets a bonus, roll twice and take the highest. If player gets a disadvantage, roll twice and take the lowest. No stacking adv/disad. You either have it or not, and if you have both, they cancel.  

Desired behaviors:

More than 4 PC's in a fight? Keep emotes to a minimum, so as not to bog down combat. Please declare all afk's. Do not try to stealth away from the keyboard. We always know. DM may invoke a player is holding action if their response is taking too long. A volunteer team leader for the PC's is a must. To help players who don't know what to do and to help keep the PC's moving towards the objective. This really can't be optional. At least needs to call shots and PC positioning on the battlefield. If no volunteer bubbles up, either IC or OOC, the DM should insist the party select one to do the duty. A volunteer DM helper. Helper should track initiative and send a tell to players about their upcoming actions to help them be prepared. Should be chosen by the DM but volunteers are welcome.  

DM’s Discretion:

Due to the difficulty of balancing encounters in this system, please be aware of what story objectives as a DM you are attempting to achieve. If the encounters get in the way or delay your objectives, alter them, mid game. Adjust as needed and focus on your story.  

PvP Builds:

DM’s should avoid the use of PvP builds for NPC’s from the forums, and other sources, unless specifically called for in a given situation. Most PvP builds are way too specialized and over-powered to work with RP builds that most of your players will have.  

Player’s Math:

When a player does the math on an encounter and stands no chance against an NPC, players with balanced stats can ask the DM for permission to use two stats to count towards their rolls depending on the circumstance. Generally physical stats can combine, and mental stats can combine, all other circumstances are DM’s discretion. For example: A ranger with a 20 str and a 32 dex vs a fighter with a 50 str. If the ranger swung his sword, he’d roll a D20 +5 vs the Fighter with his roll of a D20 + 20. However, if DM allows in this case the Ranger may use roll a D20 +5 for str bonus and +11 for dex vs the D20 +20 of the fighter.

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