The simple play
The advanced part
a. Live Action
b. Buffer HP shield
c. Power level system (PL)
Nabble's RTD is a roll
to dodge as a game in which your existence is subject to the whims of
chance. That's not very clear, but then again, neither is the game.
They are very simple.
1) You do stuff. If acting the part, you have an option to dress the part, use props or do what you want.
2) The GM is the game master that rolls a 6-sided die, then tells you what actually happened. Otherwise you may use an alternative no-die dice roll and live action if necessary.
If something is coming to hit you, even if it's not your turn, you'll get a roll to dodge it. You lose if you die. You win if all the other players have lost or quit playing (though feel free to cooperate anyway).
Joining procedure might be different for other people, but for some you simply post in the thread or say you want to play. When enough people post or want to play, they will process the first round of actions and/or or say they want to do this then we will continue in that order.
The GM will roll the dice or if a live game, then you act the part out. Other creators might do it
differently such as let you roll and this includes drawing straws or something that you come up with
like use an alternate no-dice dice rolling. If you need things then just ask, maybe you will find it.
Rolls on a normal action die are with six sides. The GM may subtract a d4 from the roll if your fatigued, so if he or she decides your tired and rolls a 1 then subtracts 2 with a 0 or less result the character then does nothing. The higher the roll, the more successful the action was. The more ambitious the activity is, the harder it is to succeed and the more dire the consequences of failure.
Thinking to roll the creatures or monsters actions are to make decisions as to what they do. Then roll the die and subtract the total when attacking, from the total of the players total. That is the effect you get with the creature/monster.
1 - Epic Failure
2 - Failure
3 - Kinda Success
4 - Success
5 - Perfect Success
6 - Overshot
Actions are measured in moments achievement. 1 min outside of melee, and 6 seconds in melee with a round of action as 1 second depending on what rules you follow. Each module is refereed by a GM or Game Master. They are the bosses, authority figures or older family members in the play of life. Think and do things to play, otherwise act out the fights and if you want to yell out damage as you hit the opponent, then do so. The GM can describe the Scenes as it progresses. Prop material required (latex or plastic swords, armor, etc..) If acting the part, dice rolls are the action itself. Dice ratings like 1d8 are the amount. As in the 1 is a multiplier times 8 base amount for a longsword. This is 1*4=4 damage done by longsword.
Weapons and equipment: You can choose or assume you have whatever equipment and weapon you want, however if you can find the prop you may choose the weapon. The weapon charts and damages are here: Equipment list
Focus ability: This is the "Focus ability" that can generally be used anytime with a free action. Focus is the ability that allows for you to focus on increased energy for more potential spells. You may increase your PL or mana measured in a power level by 10 per 1 second in battle and 20 per 5 minutes outside of battle focused in which you use a standard free action. 2 attacks taken up would have a favorable chance to succeeding if your lucky and +(however many here) to the mana you have. Your full round in battle taken up by focus, which is 6 seconds or you decide, could have 60 mana regen. Focus for 5 min; for PL, allows you to regain 20, 10 min allows 40, etc.
Focusing allows for greater damage and healing focus by casting it then waiting a round to effect release. Doing so allows for increased damage effect by spell or weapon. Using this damage focus takes an extra attack. So, take 1 attack action for the weapon or spell. Then, another for the focus with accumulated 2 attacks taken up. Each second focused as a point in focus ability adds 1d6 hp to the focused spell or weapon damage, this is like 2d6 hp and 2d6 healing via 2 seconds focused. It also increases your mana restored by +1 like 1d10+2 for 2 seconds focusing. That's if you focused to increase your mana for 2 rounds or 2 seconds.
Spells: Spells are a point you think then make to create a result as an end result. This is using a free action and does not take any time unless fatigued. This is when you create spell effects, and this is after 1 second or more depending on the action roll. So think a point to create and state or say the result, then it may or may not occur. Damage or effect amount with a spell is up to the GM, but generally it is per focus or statement for 1d6 damage or healing and if you focus for 1 second then you get +1 to the effect.
If the elements are used, then this is the idea:
Ice is d6 with a focused area cone effect of 1 inch per each second focus.
Lava is d20 for the area heat effect of 5 foot per each second focus feet in diameter or fatigued its 10 meters in area effect. This element can catch fire nearly anything, that is in the area nearby. Roll a d6 to ensure that you don't catch fire, or the GM can do this.
Fire is d10 for the area effect of 1 foot per each second focus feet in diameter or fatigued its 1 meter in area effect.
Water is d4 with some moisture and a wall of moisture if focused to be such. So if dirty its either poison if germy or acid if focused with thought energy for 1 or more seconds.
Earth or area item is an area effect that is sometimes poison for d10.
Air is d6 for some felt effect or spread out in the area. This is like spreading the area influence or area idea to create with what is there.
The die base is either the amount of damage or amount of time, this is for the effect such as when the gm decides to use the die as a die and that's it with half the base for effect time unless instant like say you had the effect of a fireball. There are saves as though you dodge the spell or you resist the effect by limited exposure, so think that you don't get hit by it and you won't or feel the area with the element and you build up resistance. The amount of resistance is from how long your exposed to it, like when you focus and think or say that your to become immune. This is for a point that your resistant to the element for 1 second. Then that's how long or longer that your immune to it. This is then if you think or to dodge out of the way, or if you can't then it was instant effect. Sorta like the line of path in a Harry Potter effect, whoever saves can dodge.
Fatigue: The fatigue is simple, this is sometimes used as if you think your doing something for 1 hour with focus or 6 hours straight out of combat or 12 seconds in combat. You get tired with slowed reaction times, and this is reflective in the action die. The GM may substract a d4 from the 6 sided die results.
Damage done: This is what decides the damages, like d4 to d8 is moderate wounds and d10 to d100 is serious. This is with bleeding decided by an additional d4 for light bleeding if struck, d6 or d8 for moderate bleeding, d20 or d30 for severe if really bleeding.
Critical hit: A critical hit is a hit to the area that is critical to survival or life. This is where you hit an organ or an eye. This could be an idea if internal or otherwise. Where a critical hit is done, this is with x3 damage on a rolled 5, this is known by the GM. The GM knows all, so feel free to ask if it was needed to be known when otherwise unknown.
No-dice: The dice base amount for no-dice actions are: dice base = amount;
d4 = 2 , d6 = 3, d8 = 4, d10 = 5, d12 = 6, d20 = 10, d30 = 15, d100 = 50.
Healing, hitpoints and spell amounts use the same base amounts.
Initiative: Whom does what first or second, etc. Draw straws cut at different lengths to decide initiative, the straws are at different lengths. The person who gets initiative gets one action/atk first. Attacks in real life are done by spell or physical assault, made up of melee or ranged actions. Melee actions are physical based assault consistant to swords, fists, feet or other melee. Ranged actions are long ranged assault including bows, guns and spells. Each melee and ranged action are in rounds. Each hit does the damage and that is where the role is acted out in a acted out combat using melee, ranged and spells. A spell is stated out, acting the stance and gesture necessary and this uses a free action. A free action is an action that can be used for anything, and does not take up any time unless its decided that time passed you by. For an example look below. So don't act the part, if you don't intend to play.
People at the beginning of the game start out with 100% hp or 100 health points unless noted otherwise as fhp. If you are at fhp you are in perfect condition. When an enemy's attack hits you, you deduct the amount done in damage as you see fit. Hp only acts as a buffer for the damage you take. You can still get a limb taken off at fhp, though it'd be very very hard to do so. When you reach 0% hp you do not die, after one hit though you are knocked out. Healing spells are 20% hp recovery. Sleep is 30% hp per hour recovered. Natural Regeneration rate is 5% hp recovered per round of 6 seconds in battle. But, every minute out of combat.
The hp cannot go above 100%, but it can go below 0%. Unless, you want to gain temporary HP by Eating, Drinking or Healing spells. In which, it goes back to 100% HP after you rest. If you want permenant extra HP, then get the monstrous regeneration special ability, which is a special case.
How are you hit, though, if your feeling weak or feel the blow? As you get less hp, you get weaker and more tired, due to lost hp, and you may get bloodied, as well, at the moment, of half hp, unless you recieve a cut, then its somewhat instant. Shock value, is when you go into shock and may become prone, which is decided, by hp %/5. This makes, for a more realistic combat scene. When a character suffers their Shock Value in damage, done by various means, there is a chance they can become stunned. When they suffer accumulated damages that drop their HP to -2% or below, the character dies.
The power level system is optional. This uses mana points as % with the PL gauge that details how effective your spells, uses and effects will be. The effects are only efficient because our bodies are capable of handling the energy necessary and this allows us to pull off the effect. As our bodies become even less adept at handling the raw or filtered energy, each action. The more you attempt something, makes the effects even less powerful unless you focus, restore or allow yourself to regenerate the power level you have. This makes the game even more realistic and adds a challenge to it.
This PL(Power Level) gauge starts at 100% and each action effect uses up 5% per every minute of effect casting per every effect. You are actually using energy up per effect and the more you use by even more actions, makes the gauge lower itself even more till it goes to 0% efficiency. At 100% PL, the effect is fullly there in how much it does. At 0% PL, there is no effect at all.
It effects mathematically by this manner and can be done by the GM, the PL%(converted to decimal) x Amount done or calculated = New Amount of effect. So at 70% PL and 30 points damage, there's a .7x30=21 points damage dealt. Round up on the decimal results.
As it effects, focusing can increase that power level till its upto 200%. Focusing decreases in the amount of increase of PL % by every second in combat and every minute out of combat that you focus, increasing it by 5%. Then there is the fact that Focusing while causing or casting the effect also decreases the amount of PL % used up per action and by reducing the amount of PL% used, it does so by making 1% used up instead of 5%. Focusing is meditation or concentration to increase your ability to do things. That is all there is to this.
Resting or healing, can restore the Power Level, as well as food and drink. As in, each hour rested is 25% PL restored. Each point of the percent healed is a point to restored power levels. So, 20 HP healed up is 20% PL restored. Eating food or drinking something is 10% PL restored. With this, is a natural 1% per minute outside battle or 6% per round in battle regeneration rate. Unless you focus, you can't go over 100%.
This gauge is an optional efficiency measure, that the GM can decide to use.
I post or can say details about the opening scene of the game.
Emma posts or says her first action.
Adam posts or says his first action.
Lisa posts or says her first action.
I decide that's enough people and post or say the rolls.
The order is now Emma, then Adam, then Lisa, then results from me.
Example Live action round
The players decide or draw straws to decide initiative or who goes when.
I post or say details about the opening scene of the game.
Erma acts and possibly says her first action.
Adam acts and possibly says his first action.
Lisa acts and possibly says her first action.
I decide that's enough people and post or say the rolls.
The order is now Erma, then Adam, then Lisa, then results from me. You can act them too, if you want to play the part.
Taking note of your surroundings does not require a roll.
- Any action impossible without an intermediate action will automatically fail in regardless of the roll. (Example: Trying to walk when you are laying on the floor without standing first.)
- You cannot take the same action twice in a row.
- Only the first thing in a compound action will be used. (Example: "I get the shirt and I put it on" will be resolved as "I get the shirt".)
- If multiple actions are submitted or stated before the turn is resolved, only the first action will be used.
- Yellow is moderate wounds (possibly d4 to d8 rolls) and red is serious wounds (possibly d10 to d100) as it can be stated as to thy status of the character.
- Bleeding is light (possibly d4), moderate (d6 or d8) or severe (possibly d20 or d30).
- If you get severe bleeding you could bleed out in a few rounds, etc.