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Rules
Storytelling may seem like an extremely easy task, but even this is a job that requires structure, balance and creativity. In Runarcana, each narrative is a collaborative construction, where players and game masters create adventures together full of challenges, mysteries and epic moments.
For these stories to make sense and be engaging, it takes more than just improvisation and good ideas; it takes a set of rules that help govern the flow of the game, defining what is possible and how outcomes are determined.
The rules of Runarcana are not a hindrance to imagination, but rather a foundation that allows the story to unfold in a fair and exciting way for all participants.
They provide a framework that ensures the game world is coherent and that player actions have consequences and impact. These guidelines help shape what could otherwise be a chaotic and unpredictable experience into a cohesive adventure where every decision matters and every choice can change the course of the story.
These chapters will guide you through the principles that govern Runarcana, explaining how character actions are resolved, how dice come into play to bring unpredictability, and how the Game Master can use the rules to create a dynamic and interesting environment.
By understanding the rules, players can focus on what really matters: exploring the world, developing their characters, and creating memories that will last a lifetime.
- Chap. 7: Using Attributes
The three main rolls in Runarcana — the ability check, the saving throw, and the attack roll — rely on the six attributes scores.
- Chap. 8: Adventuring
In this chapter we cover how time works, travel and the environment you will have to face on your adventures around the world.
- Cap. 9: Combat
The combat rules aim to bring mediation between the interpretation of the acts of both players and their opponents, providing a neutral field where good ideas and interpretation can define a combat... if the sovereign dice so wishes.
- Cap. 10: Magic
Magic is a powerful force with its own rules. In Runarcana, it is accessed through Conjuration, allowing characters to channel mystical energy to create effects such as dealing damage, healing, or protecting. Each spell follows a specific pattern, and character Classes learn and use these powers in different ways.
- Cap. 11: The Techmaturgy
Techmaturgy is the application of magic through technology, allowing anyone to use magical powers through devices created for that purpose. Unlike traditional magic, which requires natural talent, Techmaturgy allows the manipulation of magical energies through inventions, such as hextech, making it accessible to everyone.