Rules

Enchanted Realms Rulebook

 
   
Using Skills

The more skills combined to address a problem, the better the chance for a better result.


Other than the qualities, sub-qualities and race, everything else in the system is based on a skill. Some skills may be restricted by a prerequisite, but all mechanics of the game are controlled by skills. All beginning characters have roughly three skills when factoring in racial skills. All of those must be selected from the basic skill list above or be a free skill by the chosen race.

Skills attempt to perform an action. The simplest and most common example would be combat. Another example would be social interactions, such as bartering for price. The details of each of these will be explained later; however, as an explanation of game mechanics, the skill allows the player to roll a die against a DC (Difficulty Class). The die is thrown to determine the raw score. Then any other modifiers are applied. The most common come from sub-quality scores and modifiers. Then any other modifiers from magic or other effects. The total score is added. If the adjusted value is equal or greater than the DC, then the action is successful.

When more skills are gained that work in conjunction, then all applicable skills can be used for the action. Thus, if two skills can apply, then 2d20 are rolled rather than just one die. The adjustment modifiers apply the same to each separate die roll, comparing each separate total against the DC. This means there can be multiple successes to an action. When multiple successes occur, this means that many effects are applied. In the case of combat for example and two skills are successfully rolled, then the attacker inflicts damage twice against the opponent. Other skills may have specific details for what occurs when multiple dice are used.

As skills increase and combine, more dice can be used on an attempted action. However, regardless of applicable skills, there is a maximum of 5 skills that can be applied on any single skill event roll. Some skills may allow bonus dice, and there is also the case of advantage gaining an extra die; therefore, the rule-of-5 applies only to skills, not the number of dice rolled. Additional dice can be gained by crits, magic and advantages.

Not every action that can be taken requires a skill. “Can my character hold her breath without a skill?” Well, of course. There is a fuzzy line in some cases between whether an action is possible or not. Riding a horse in a general direction can be performed without a skill but fighting atop of one would require a skill. Following tracks in fresh snow would not require a skill; however, following the path from broken twigs in a forest would. If a skill is explicitly listed in this manual and no explanation for unskilled actions equal to it, then one should assume that action cannot be done without it. Lock-Picking would be an example. Other skills enhance one’s chances of success by granting extra dice and having an advantage for success (or multiple successes).

The high level summary of this skill system from the perspective of game-play is a character wants to acquire skills that can be used together and wants to use as many skills as possible in conjunction towards a single goal. In the chart below are a few examples of how combined skills work more efficiently than a single skill by itself.

Opening a LockForging ArmorBrewing a Concoction
Lock-Picking
 + Locksmith
Attempt to pick lock
 gain +3 bonus on attempt
Armoring
 + Enhanced Metal
 + Enchanted Metal
Can create bronze and iron armor
 create steel armor
 create armor orichalcum or mythril
Brewing
 + Distillery
 + Homeopathy
Create ales, mead and liqueurs
 brew stronger spirits and very minor alchemy
 create healing salves

Before listing out all the skills in detail, there are a few other items to address.

Karma

Reward for actions and choices; pathway to advancement


When embarking on the adventures of the story, as results occur based on the relative success, then the GM will award advancement points, called Karma. There are a few different ways to dole out karma, but the allocation is essentially at the discretion of the GM. A few examples would be if there were a pivotal challenge to the story that needs to be overcome and one of the player characters is successful in the skill-actions to prevail. Another might be defeating a monster preventing the group from entering somewhere. Yet another could be completing the goal, big or small.

Amount is based on the difficulty of the challenge for a single encounter. The GM may save these up until a story-point is reached before giving the award; however, each small scenario should be evaluated. The GM might keep track by individual and give different amounts; after all, what is tough for one character might have be barely a threat to another. Likewise, the GM might average the challenge as a group effort and award everyone the same. Again, that is a GM choice.

Based on the difficult, the following list is the game recommendation; however, this is not meant to imply there is a karma award anytime a DC is required:

Difficulty   Karma Awarded
SimpleDC 510 points
EasyDC 820 points
ChallengingDC 1440 points
DifficultDC 2070 points
ExtremeDC 25100 points
ImpossibleDC 30150 points

As a bonus, some GMs will award role-playing karma points at the end of a session to encourage playing in character and keeping consistent. This is where the personality traits can be used for potential bonus awards. Also, character development does happen in a story; thus, the traits could change after significant events of the story. When a player chooses to have the character have growth, it should be noted on the character sheet and shared with the GM.

One other use of karma is to gain a one-time advantage for a specific scenario. When taking an action, but not a reaction, a player may sacrifice (spend) 10 points of awarded and unused karma to gain advantage on that action. See Advantage and Disadvantage below. This can be performed as many times as the player chooses and can afford.

Acquiring Skills

Using either karma or training


When acquiring enough karma points, a player can choose to “purchase” new skills. This is how a character develops and becomes more powerful. Those “prices” are listed with the skills, but as a general rule, simple ones are around 100 karma. As mentioned previously, sub-quality scores can also be increased. Karma is used to perform this. Each boost is made one-point at a time and cost 100 points per point of what the new ability score will become. Thus, moving from a 3 to a 4 costs 400 karma.

A GM might rule that skills cannot be purchased in the middle of a story and requires a mentor or trainer. Other GMs might allow skills to be acquired at any time the karma is available to acquire them. Lastly, a GM might have a combination of the rules. This is not really a game rule but one up to the group of players who run a story together.

Thus, the following is not a rule but rather a recommendation. If the skill adds a die or follows an existing prerequisite, then the skill might be allowed to be picked up immediately with the purchase of karma, but doesn't become effective until the following day. The assumption here is the method was being worked on and finally perfected or possibly continued use of lesser skills simply led to this one being understood. However, if a skill is completely new or requires study or learning, then time and a mentor might be required. Time should not be extreme as the cost has come from karma, but values from days to even one month is likely reasonable, depending on the skill. New axioms should be learned in about one day per point cost.

Summary

• Skills are required to perform actions.
• Compatible skills allow for an increase in dice when performing actions.
• When successfully performing feats, encounters, story plots, etc, a player is rewarded with points of Karma.
• New skills are gained by spending acquired Karma.
• Karma may also be spent in a one-time scenario to gain advantage.