Enchanted Realms Rulebook
Skills Applied: Combat
Mechanics of Combat
Fighting At Distance
Gods of the New Moons
Feat of Strength
Poison and Disease
Stat Difficulty Check
Enchanted Realms was created to be played on a virtual table application. The current choice of the author is Roll20.net. By using its API, character sheets and macros, it solves many of the “problems” of table-top play and encourages collaborative story-telling rather than sessions of hack-n-slash. This manual is free and updated frequently. The latest version can be found at http://EnchantedRPG.com, and if you use and enjoy the game, please consider a $5 donation for further development of the game.
Because of concerns over restrictions due to classes, too much math and overly slow, complex combat, the original design was to simplify the rules to the extreme; however, after several months of play-testing, such simplicity was not able to handle some of the more imaginative and creative parts that role-playing offers. Our answer was to push the math and repetitive tasks off to an automated system. We chose Roll20.net to manage the combat, game-logic, time-tracking, character-sheet management, allowing the players to focus more on the story and their character development. By devising numerous macros, which are available on this website, an API and custom character sheets, most of the work gets performed by automation. In fact combat is nearly point-and-click, among other programmed rules.
Further, there are certain “world details” offered in this set of rules. By no means is the intent that GMs and players must use the list of deities or religions catalogued here. However, these are usable samples to demonstrate the balance of skill, powers, etc. when using those aspects of the game. Also, much of the API has been designed for these religions and skills. So, there is an advantage to using them.
Lastly, while mortality and the need for teamwork is a design factor of the system, the intent of Enchanted Realms is to be a “low player death” game. Of course, death can occur, but it should be rare, climactic, meaningful or just out of horrible events resulting from avoidable choices. Moreover, while possible, bringing characters “back to life” is not as common as other systems. This is a game, designed for fun and entertainment. It is not a competition between players and the GM. Of course, permission from a player to be killed for story advancement or to change to a new role is perfectly reasonable. The idea is no one dies because the player rolls a “01” while lighting a torch or is tricked by the GM into walking through a souleating mirror. Then again, if the group wants to run a high-risk, high-death campaign, then by all means - have at it.
With that disclaimer aside, I hope you enjoy the system.