Enchanted Realms Rulebook
Just The Basic Numbers
• Dice, usually d20s, will be rolled to compare scores against the target Comp for success
• Sub-attributes, skills and other categories can add modifiers to the roll
• Modifiers apply to all dice rolled for an event
• 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
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 Competency Challenge (Comp). The standard to notice something is Comp:14. This means the score on the roll needs to be 14 or higher to notice what the GM has questioned.
Score | Bonus |
---|---|
0 - 3 | no 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 Comp: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.
Rolling multiple d20s will happen as skills improve. Those details will be explained later; however, when this occurs, those bonuses are applied to every d20 roll (unless there is some bizarre condition or specialized rule is in play.
The Competency Challenge
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 Comp 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.
• A check is a test of one’s sub-attribute or possibly when applying a skill that uses a sub-attribute.
Thus, if a sorcerer tries to charm the character and influence his attitude and mood, a Will save would be used against the declared Comp. 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 (Comp:13) would use {d20}+{Will Score}. Running over that log, would check Agility (Comp: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 Comp; 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:
Save | : | d20 + sub-attribute score + other |
Check | : | d20 + sub-attribute modifier |
Competition | : | d12 + sub-attribute modifier + other |
Raw Dice
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.
Movement
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.
Normal Terrain | : | 1 hex requires 5-feet of movement |
Difficult Terrain | : | 1 hex requires 10-feet of movement |
Crawling | : | 1 hex requires 15-feet of movement |