Rules

Enchanted Realms Rulebook

 
 Game Starter 
 Game Mechanics 
 What the Numbers Mean

What the Numbers Mean

Rapid Rules
• A challenge will have a numerical value and will be called a Difficulty Challenge (DC)
• Dice, usually d20s, will be rolled to compare scores against the DC for success
• Sub-attributes, skills and other categories can add modifiers to the roll
• There is the rule of internal combination, meaning only the best adjustment in a category is used.
• Saves, checks and competitions are different rolls for different conditions
• “Natural 20” is always success
• “Natural 1” is always failure
• Movement determines the distance traversed during one’s turn

All of this begs the question: what does all this mean? Well, as stated in the Overview, this is essentially a game of pretending or writing a fictitious story. The GM will create the setting. Depending on his or her style, a challenge may be presented which is desired to be followed. Another option might be: “You just got into the great city of Two Rivers, what do you plan to do first?”

Perhaps the new character enters the tavern, speaks to the bartender to inquire about the latest rumors. Eventually, the GM will present a scenario where the outcome might or might not be successful, such as has the character noticed the unsavory character in the shadows of the back corner who is slowly unsheathing his sword. In a case like this the GM may ask for a Perception check. Before fully explaining what that means, let's answer it a very high level: since nothing is absolute, statistics are used to determine the chance of success and failure; dice are used as the random chance. The better one’s sub-attribute scores are combined with skills the character has will change the odds of things going well for the character.

Most often the dice used to roll are one or more 20-siders (d20); however, other dice are occasionally used. For those math majors reading this, the system is not purely exponential. As stated above, the more skills applicable, the better the odds. When using more than one skill, usually one die is rolled per skill. Each die can have its own success or failure, meaning the results are not merely hit or miss but rather a gradient scale. Conversely, somethings are truly a yes-or-no answer. In these cases, typically only one die is roll.

Let’s dive into some details that will help clarify how this works.

Modifiers

“A really great talent finds its happiness in execution.” ―Johann Wolfgang von Goethe

Quite often, when an action requiring a roll will involve the character’s Body, Mind or Spirit. This will be called out by the specific sub-attribute that is used. In the example above where the GM asked for a Perception, this is when a challenge against the character’s Perception is requested. A d20 would be rolled and compared against something called a Difficulty Challenge (DC). The standard to notice something is DC:14. This means the score on the roll needs to be 14 or higher to notice what the GM has questioned.

ScoreBonus
0 - 3no modifier
4 - 5 +1
6 - 7 +2
8 - 9+3
10 - 11+4
12++5

Those odds don't sound great; however, before considering how skills even play into this, the value of the Perception score could grant bonuses to the roll. All sub-attributes use the same scale. Starting at a score of 4, a +1 modifier is gained. For each 2 points beyond that, another +1 is given when specified. This will always be calculated by the maximum regardless of current injury. However, there is an upper limit of +5 for modifiers from sub-attribute scores.

That example is merely for attributes. Modifiers can be used from four separate categories: attributes, skills, size, conditions and other. Other usually means magic but it is a catch-all for anything that is not the other three. The modifiers from each category are not stackable within that category. In other words, if more than one skill is used where the first gives a +1 modifier while another gives a +2 modifier, then only best can be applied. Some might assume the modifier from skills would be +3, but only +2 should apply. This is called the rule of internal combination, meaning only the best adjustment is used.

However, if penalties and bonuses both apply in the same category, such as having +2 bonus in other from a magic spell but then being cursed with a -1 from a magical curse, then the sum between those is used. In this case, the overall effective modifier becomes +1.

But don’t forget, each category will add together. In the case of that Perception, if the sub-attribute grants +1, while having skills that offer a +2 bonus and also having a magical effect which grants another +2, then the total modifier on the d20 roll against that DC:14 would be +5. Now the odds of making that Perception check seems much better, as only a 9 on the die plus the 5 from the modifiers allows success.

Types of Rolls

A Save and A Check Aren’t The Same Thing?

Sticking with rolling just that single d20, let’s discuss the difference between a “save,” a “check,” and a “competition.” All three use the same game mechanic of presenting a DC value to overcome.

For saves and checks, a d20 is rolled; however, they are called for due to different reasons, and further they use different modifiers. A save is used when something is affecting the character, while a check is a test of one’s sub-attribute. Thus, if a sorcerer tries to charm the character and influence his perception and mood, a Will save would be used against the declared DC. However, if the character chose to run across a log that stretched over a gorge, then the GM would ask for an Agility check to ensure he or she doesn't slip.

Why does it matter and what have two types of rolls? The answer is because each uses a different value for modifying the attribute part of the adjustment. A save will use the entire sub-attribute score instead of the modifier. The check, however, will only use the bonus portion. So, the charm save against Will DC:13 would use {d20}+{Will Score}. Running over that log, would check Agility DC:8 using {d20}+{Will Mod}. As a reminder, in either case, the total adjusted value of the roll must be equal or greater than the DC; otherwise, a failure occurs.

What about that competition roll? These are when two or more opponents are both attempting an action that are in competition. An example would be when someone is holding a door shut while a monster is trying to break through. This is going to make a comparison of sub-attribute tenacity against the other. Usually, the same sub-attribute will be compared but there are notable exceptions which can be discussed later. In the case of holding the door vs breaking through, Strength would be used on both sides. However, to better allow modifiers to have more value for the competition, a d12 will be used instead. Each side will add its sub-attribute modifier to the d12 die roll. Whichever competitor has the highest total score wins the action, such as holding the door or forcing it open. In the event of a tie, then circumstance remains as it was, and the struggle continues (assuming all parties continue). Therefore, the door would remain in a closed state.

While these differences may seem minor while discussing them theoretically, they become very important to game-play and strategy. Consider for a moment about the scene in The Emperor’s New Groove when both Kuzco and Yzma both attempt to grab the potion. While the game probably should not run as comically as that scene -- although it could, what no one wants from a game system is whoever gets the first turn is able to grab the potion without a competition. This is one of the reasons and strategies of using these rolls during the game. It further means the outcome, simply cannot be predetermined. There are a few other details about competing over occupied space and grabbing items, but those can wait for now.

TAKE NOTE:

Saved20 + sub-attribute score + other
Checkd20 + sub-attribute modifier
Competition d12 + sub-attribute modifier + other

Raw Dice

“Statistics are used much like a drunk uses a lamppost: for support, not illumination.” ―Vin Scully

There will be times that a character or monster mathematically cannot succeed or perhaps cannot fail. However, since the intervals are 5% at their smallest, it is only fair to allow for some dumb luck. To prevent the abuse of mathematical issues, the raw scores of 1 and 20 have special meaning. Regardless of the math, if a 20 (“natural 20”) is rolled on the die, it is considered a success. Conversely, any time score of 1 is rolled (“natural 1”), it will be a failure. However, there are skills and traits which may offer relief, such as the chance trait which allows the first roll of a 1 to be re-rolled. Finally, please note this merely indicates success or failure, not necessarily a crit or a fumble. Those topics will be discussed later.

Advantage

Circumstances outside one’s control.

There are skills, magical effects and environmental circumstances which gives a character or monster an advantage on an action. Likewise, the converse can occur where one is at disadvantage. When this happens for skill actions, unless stated otherwise, a being with advantage is granted an extra die for the roll. The default for disadvantage removes a die. Should the applicable dice fall to zero because of disadvantage, then two dice are rolled using the worse score of the two. When die pools are involved, the extra die goes to each die pool.

However, in cases of physical combat, melee or range attacks, then there is another bonus or penalty. If at advantage when successfully striking an opponent, then an additional advantage crit is added, which means an additional 1 to 3 points of damage. This bonus or penalty of damage applies only to the primary attack. This crit is “non-exploding” so it cannot generate another crit. When at disadvantage, a “negative crit” applies, meaning 1 to 3 points are removed from the damage. If zero or a negative number occurs, then the attack acts as a miss, not allowing any other special powers or properties to transfer to the victim, such as infusion of ice. These special crits can only apply if one of the attack dice from one of the die pools successfully hit the target. Finally, on the damage component, it is applied by target, not by strike, meaning if multiple targets can be attacked at advantage, then those separate targets could each be inflicted with bonus damage. These details will become more clear in The Attack section of Combat Mechanics.

For other scenarios, where damage is not a component and an extra die for advantage has no meaning, such as on a save, then two d20s are rolled, taking the better of the two scores. Two dice are also used for disadvantage, again using the worst of the two scores. Of course, remember competition saves use d12s rather than d20s.

Advantages and disadvantages do not stack. If a creature has gained two advantages from multiple effects, that creature is still only “at advantage” and rolls one extra die, not an extra for each condition. The same is true for multiple disadvantages. However, if the circumstances and effects are such that a creature gains both advantage and disadvantage, then neither apply and the normal amount of dice are rolled. This is true even if multiple disadvantages apply while only one advantage occurs – and vice versa.

When having advantage or disadvantage along with another circumstance, such as a nhoblit’s chance skill, which allows a re-roll, then only one-die may be re-rolled. If both dice could be re-rolled, the player chooses one. As an example, if the nhoblit has advantage and rolls a 12 and a 1, then chance skill would allow the 1 to be re-rolled, but the new roll would be used even if it is lower than 12.

Action Adjustment
CombatAdvantageextra d20 and +d3 damage
 Disadvantagelose d20 and -d3 damage
Save or CheckAdvantageuse two d20s, taking better score
 Disadvantageuse two d20s, taking lower score
CompetitionAdvantageuse two d12s, taking better scor
 Disadvantageuse two d12s, taking lower score

Movement

“Direction is more important than speed. You can go fast in the wrong direction.” ―Redfoo

There were those metrics in the species tables that were listed as movement. If unfamiliar with RPGs, one might be wondering what these numbers mean.

Again, answering at a high level, the movement values represent a distance permitted during one’s turn in combat. That daily number indicates what distance someone of that species can travel under optimal conditions and using the entire day for the journey.

Like so many aspects of this game, the numbers can be modified. Perhaps a skill has been obtained that improves one’s base movement rate. On the other side, perhaps the character has too heavy of a load and his or her rate of speed diminishes. And of course, there is always magic in this game that can play a factor.

Often movement and distance is not an important factor. Crossing the bar to ask for a drink will not prompt the GM to validate one’s movement rate. However, whenever a combat challenge occurs, those numbers will matter.

In Enchanted Realms, movement is represented on a battlemap. The map will be divided up into hexes, with each space representing 5 feet. Therefore, if a character can move 50 feet on one’s turn, then 10 hexes can be traversed. This is true when the terrain is smooth, such as wood floors, open plains and worked stone. However, movement costs more when traversing difficult terrain, like stalagmites, thicket-covered forests, or a treacherous staircase -- every actual foot in difficult terrain costs two feet of movement. This means each hex of difficult terrain moved into cost 10 feet instead of 5 feet. However, there are conditions, such as being knocked prone, that movement is declared to be at crawling speed. Crawling costs three feed of movement per one measurement foot. Thus, for each hex crawled would cost 15 feet. There are more detail about crawling and being prone later.