System Basics

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System Basics

Post by Serenity on Mon Oct 23, 2017 3:54 am



Last edited by Serenity on Mon Oct 23, 2017 5:28 am; edited 1 time in total

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 4:00 am


RULE #1: WHAT THE GM SAYS GOES.

RULE #2: YOU SPEND EXPERIENCE FOR ALMOST EVERYTHING.

As the title suggests, For Simplicity’s Sake is meant to be an extremely simple system. Its simplicity is meant to allow usage for any story a person can think to tell. With no classes, feats, traits, or weird conversations to turn it into a complex hodgepodge of vast information, this system can help any story get off the ground quickly and easily. There are no levels in the system either. If one chooses, their character can stay at their base until the end of the story or save their experience until they can grab the feature they want. Characters advance by spending their experience in the way they choose.

For Simplicity’s Sake takes elements from other d20 systems, using the d20 as the primary roll dice to decide accuracy and success. The secondary dice that are used in the system are d4s and d6s. D4s are used for duration and d6s are used for damage.

Things recognized from Pathfinder:
1. The D20.
2. Saves: Will, Fort, Reflex
3. Defense is used as AC.
4. Add strength to melee damage.

Things you will notice is missing: (May be added later)
1. DR
2. Resistances

Your character sheet can be found here. When using it, remember to make your own copy of it. Do not edit this one. This sheet should do most calculations for you.

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 4:46 am


HOW COMBAT WORKS

Combat is any situation in which there are opposing sides causing damage to each other in order to win a fight. Before combat can start, each player and NPC will roll initiative to create their turn order. NPCs that fall under the same groups, such as "spiders" or "archers," will take their turns together. A boss will always have his own turn. Any familiar or pet that boss has will act on its masters turn.

At the start of any story, adventure path, or campaign, a character will have two standard actions they can take per turn. A standard action consists of movements and attacking. A single movement matches a characters speed. A character can double move if they wish. A single attack is casting one spell normally or making one physical attack. Using the upgrade system and talents, a character has the ability to increase the amount of actions they have available to them per turn.

Any time a character makes an attack or movement during a round of combat,
it costs 1 stamina.

Making Your Attack means you are rolling a D20 and adding any modifiers you have in order to determine accuracy. Your attack will go against your targets defense. A target that is considered "helpless" is one that cannot move or defend itself. Inanimate objects like a door or chair are considered helpless.

Other Actions: Other actions that can be used: Quick, Instant, or Delayed.

Quick Actions:
A quick action is a fast, but small or minor action. A quick action must be easy to do and can be accompanied by a single movement. A quick action cannot interrupt another persons action. This is pulling out a potion, drawing a weapon, or notching an arrow. A Quick action cannot be an attack. A Quick action splits a standard action into two. If accompanied by movement, a quick action costs 1 stamina.

Instant Actions:
These are done with characters reflexes. Instant actions are strenuous and taxing, and they cost 2 stamina, double energy costs for talents and spells, and require a SR: 12 Reflex Save to succeed. These actions can be used to interrupt the action of another creature. An instant action can only be done once per combat without the expenditure of a talent or spell. Any spell or talent that gives an extra instant action is counted with the experience, mana, and/or stamina cost of 1 duration Secondary Dice charts.

Delayed Actions:
These are actions that you choose to take time to focus on and implement more accurately. Delayed actions cannot critically fail. Delayed actions add 1d4 to a primary dice roll. Delayed actions do not increase damage unless otherwise stated. Delayed actions double the range and radius of magic attacks once per round they are delayed. Delayed attacks do not enhance single target spells, but do double damage.  You can delay once without penalty, but after that, there is a chance of spell backfire. To prevent spell backfire, you must make a concentration with an SR equal to
10 + your casting stat +2 per round delayed.

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 5:03 am

The state of things can change very quickly, giving your characters advantages or disadvantages throughout their story. The situational conditions stated below are a few of which that can come up. Though some may come up through combat, others may come up through the story as well. You're not always in perfect and pristine condition, while there are times where you'll have the advantage as well.

Conditions are classified for if they're happening for player characters.

Positive Conditions:
> Cover: You can use an object or person to obscure your position, giving a +2 to Defense against those cover is impeding.
> Energized: Whether it's a good meal, good drink, or a great nights rest, your body is ready to go, giving you a +2 to strength OR dex. (1 in-game day)
> Flanking: With good positioning, you can gain a +2 to accuracy for flanking with a teammate or a +1 for backing your opponent against a wall.
> Higher Ground: If you've got the higher ground, you gain a +1 bonus on your attack rolls against your target. GM discretion for what is considered higher ground.
> Inspired: Whether it's a good meal, good drink, or a great nights rest, your mind is clear and calm, giving you a +2 to wisdom, OR intelligence. (1 in-game day)
> Lucky: This bonus is rewarded to those who take risks without asking "will I get lucky". You become lucky on your next roll, giving you a +4 bonus on any type of roll you're making as long as it happens within the same in-game day. If you roll 15 or higher on the next roll, your rolls stay lucky until you roll a 14 or below.

Negative Conditions:
> Dying: If you're dying, then you're unconscious and your hit points are at 0. SR: 13 Constitution check to stabilize or bleed out 1d4 each round. If a person is in the dying state and they are struck, it will be considered a critical hit. If they take their total health bar in damage again, they die.
> Ensnared: You are unable to move for whatever reason, whether trapped or caught in something. SR: 15 escape check, SR: 12 Strength check.
> Fatigued: You've run out of stamina and need to rest. Until this is done, you're speed is cut in half and you suffer a -2 penalty on all rolls and a -1 to Defense.
> Grappled: You're being restrained by another creature and need to make a (SR: 10+ opponents strength) strength check to get out or be aided by another.
> Helpless: You have absolutely no way of defending yourself, whether asleep or paralyzed, and so your Defense is invalid.
> Prone: You've been tripped, pushed, or something to get you off your feet. You lose your dexterity bonus to your AC and take a -4 to all attack rolls.
> Shaken: Something's gotten you feeling unsteady, whether it's fear or shock, you're taking a -2 on will saves and a -2 on attack rolls.
> Sick: Those who are sick are always a little off balance. Whether it's your stomach or head, you're taking a -2 to any constitution or strength check.

All conditions can be modified by story. Those stated above are merely the basic versions. Conditions may come up that are not listed as well. Conditions like "blind," "deaf," or "invisible" will be used with common sense.

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 5:04 am

First things first, unless you're using a modern settling, let all views on money fly out of your mind. If you're using a modern setting, than use modern money to keep it simple. The money for a fantasy system will  be based in copper, silver, and gold and the conversions can be read below. Copper is meant for the poor and low class citizens. Silver is for middle class citizens and gold is for upper class citizens. You can use this any way you like. 10 copper = 1 silver, 10 silver = 1 gold.

Copper can buy very little beyond the very basics of food: breads, some vegetables, no meat. Cheap clothing, water, and a other basics. Silver can buy most things. Good clothes, food, weapons, equipment, and can get you a place to call home. Gold can buy everything and is seen mostly in the hands of nobles, upperclassmen, middle-class shop owners and higher. There are some people who won't accept copper for any payment, but everyone accepts silver and gold. DM adjusts as she wishes.

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 5:08 am

THE START OF YOUR CHARACTER:

Creating your character is very simple.

Discuss with your party what role each person would like to take on. Overlap can be okay if the other members of the group are aware of this, but each person having a specific role within the group is often helpful. Discussing who will know each other or if anyone is related is also a good starting point. Coming in with your character not knowing anyone is fine, but at least one pair of characters knowing someone can help the DM figure out easier ways to bring a group together.

To start off, roll your characters stats, (1d4), six times and place them in the desired stats: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Any bonuses to your characters starting ability score will be given based off of your background. This is where the possibility of "racial" bonuses may come in.

Starting Health: 1d6+2+Con
Starting Stamina: 2d4+Dex+Str+Con
Starting Mana: 3d6+Wis+Int
Starting Defense: 10+Dex
Skill Points: 6+1d4+Int
Initiative: Dex+1
Base Speed: 30

Will Save: Wisdom + DM given bonus
Reflex Save: Dexterity + DM given bonus
Fortitude Save: Constitution + DM given bonus

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Last edited by Serenity on Tue Oct 24, 2017 3:43 am; edited 1 time in total

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 5:22 am


YOUR SKILL SHEET

Your skill sheet will dictate many successes and failures through your story. Everyone knows what a skill sheet is and how to buy more skill points is located here. What is listed in the chart below are the skill that one can choose from. Many of them you will recognize from other systems. The number of skill points you start off with is in the post above, but the number of skills you will start with is going to correlate with your character's ability scores. This means that if you have a strength of 2, you choose 2 skills off the chart below. The chosen skills get a free +1 that does not take away from your starting number of skill points. If you have a higher number in your ability score than there are skills (like having a 4 in constitution with only three constitution skills), either make one up that doesn't overlap with other skills, or deal with it.

After character creation, you can buy a new skill (custom or listed) for 25 xp each

Strength Based Skills

Climb
Jump
Lift and Carry
Swim


.
Dexterity Based Skills

Acrobatics
Disable Device
Escape
Stealth
Open Lock
Ride
Sleight of Hand
Constitution Based Skills

Concentration
Stabilize
Endurance
.
Intelligence Based Skills

Appraise
Craft (Choose One)
Linguistics
Knowledge: (Choose Subject)
Wisdom Based Skills

First Aid
Profession: (Choose One)
Perception
Sense Motive
Survival
.
Charisma Based Skills

Bluff
Diplomacy
Disguise
Gather Information
Intimidate
Perform: (Choose One)

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Re: System Basics

Post by Serenity on Mon Oct 23, 2017 5:27 am


BASIC STAT INCREASES

People advance through experience in real life and so will your characters. To gain more stats, abilities, skills, and so on, your character must gain the experience to do so. A character will spend their experience to get stronger, smarter, and more skilled. You use experience to buy everything to advance your character. Of course, this does not include items within the game. The DM will toss those at you as he or she wishes.

The GM decides when you're able to upgrade your character. While one GM may allow it when you sleep, others may allow you to buy off the fly and during the session. Since there are no levels, there is no "you've gained enough experience, time to level," so the GM has to use their discretion on when players advance.

The basic stats that can be increased are Health, Stamina, Mana, Defense, Ability Scores, Skill Points, Initiative, Speed, and Saves.

Note that there is no "per level" feature for this system. Everything bought is an after the fact purchase system. This means +1 skill point is just 1 extra skill point.


STAT

EXPERIENCE COST
Health (+10)20
Stamina (+5)10
Mana (+15)20
Defense (+1)30
Ability Score (1 each)50
Skill Points (+1)10
Initiative (+1)40
Speed (5ft)50
Reflex Save (+1)20
Will Save (+1)20
Fortitude Save (+1)20

Accuracy Modifiers increase the flat damage of your melee, ranged, and magic attacks.


ACCURACY MODIFIER

EXPERIENCE COST
+120
+235
+350
+465
+580
+695

Damage Increases increase your characters base damage.


DAMAGE INCREASE

EXPERIENCE COST
1D680
+150

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