Thursday, April 08, 2010

Hammersong's Legacy: A Task Resolution System...

Good Morning, All:

First, I have made some changes with the RSS Feeds, by redoing a few settings in the Blogger controls, so hopefully any issues you might have with RSS feeds to this blog will be addressed. You may have to resubscribe to get the updated behavior, but it's there for you, in case you're interested.

Second, the following represents a suggested Task Resolution system for Swords & Wizardry that I am going to put into Hammersong's Legacy. It is basically an S&W version of MyD20 Lite's task resolution mechanic, without formal skills and some slightly changed target numbers. The Difficulties here are inspired by the 1-in-6 and 2-in-6 chances, setting difficulties of 15 and 18, respectively. Certain classes gain a +4 bonus on certain ability checks, which will be noted in the appropriate section of the Hammersong's Legacy Campaign Setting.

Ability Checks

Most of the time, the Referee will simply assume that you can accomplish the tasks that you describe your character as performing. Unless there are unusual circumstances, your character should be able to walk down a path, pack a tent into a backpack, drink unassisted, that kind of thing. If the average 18–year–old human can perform a task without special training or natural aptitude, the Referee can logically assume that your character can perform it.

If there is ever a question of success, your Referee may request that your character attempt an ability check against a specific target number, called a Difficulty. In order to attempt an ability check, you simply roll a D20, and add half your character level, rounded down, and any appropriate ability score modifier to the roll. If you equal or exceed the stated Difficulty (usually 15 for average checks or 18 or higher for difficult ones), then you succeed at the ability check.

Examples of Ability Checks
The following are few rules of thumb when engaged in an adventure; these rules are guidelines for the average or normal situation and can (and often should) be altered to fit the circumstances.

Beast-handling: Characters may attempt to calm a wild beast by not acting aggressively and succeeding at a Charisma-based ability check against a Difficulty of 15.

Climbing: Characters may attempt to climb a roughhewn wall by succeeding at a Strength-based ability check against a Difficulty of 15.

First Aid: Characters can provide first aid in the form of 1d4 of natural healing of a wounded comrade by attempting a Wisdom-based ability check against a Difficulty of 15. This must be attempted within a minute after combat is over, and takes 1d6 minutes to complete.

Listening at Doors: Characters may listen at doors by attempting a Wisdom-based ability check against a Difficulty of 15.

Opening Doors: Stuck doors (and many doors in an ancient dungeon may be stuck closed) can be opened by attempting a Strength-based ability check against a Difficulty of 15. Normally, up to two other characters may aid the strongest character in attempting to break the door down, but they will spill into the room and should automatically lose any degree of surprise if there are monsters within.

Persuasion: Characters may attempt to shift the reaction of another by one step by attempting a Charisma-based ability check against a Difficulty of 15. If two or more characters are attempting this action at the same time, the character with the higher ability check result wins.

Picking Pockets: Characters may attempt to pick the pocket of an unsuspecting target with a Dexterity-based ability check against a Difficulty of 15. The victim may notice the attempt if he makes a Wisdom-based ability check that equals or exceeds the pickpocket’s ability check result.

Recall Lore: Characters may attempt to recall information they had once studied with an Intelligence-based ability check against a Difficulty of 15.

Secret Doors: Secret doors are not spotted by chance while passing by; they must be searched for. (Elves do not have to actively search for secret doors, however, and may spot a secret door while passing within arm's reach of it, one attempt per door.) Finding a secret door requires a successful Wisdom-based ability check against a typical Difficulty of 18, and ten minutes of searching per room or reasonably sized chamber.

Sneaking Around: Characters may attempt to avoid detection by an unsuspecting target with a Dexterity-based ability check against a Difficulty of 15. The target may notice the attempt if he makes a Wisdom-based ability check that equals or exceeds the stealthy character’s ability check result.

Surviving in the Wild: A character may keep himself and a small group of comrades safe and fed in the wild with a successful Wisdom-based ability check against a Difficulty of 18.

Tracking: A character can track creatures in the wilderness with a successful Wisdom-based ability check against a Difficulty of 15, modified by circumstances as needed.

Traps and Pits: Like secret doors, traps and pits are not spotted by chance while passing by; they must be searched for. Finding a trap or pit requires a successful Wisdom-based ability check against a typical Difficulty of 18, and searching limits movement to a crawl. Once a trap has been located, a successful Dexterity-based ability check against a typical Difficulty of 18 can disarm it. Some traps are more difficult to locate and/or disarm, depending on nature of the dungeon.

With Regards,
Flynn

No comments: