7 263
edições
REMOVA OS ANÚNCIOS!
Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!
(Criou página com 'The RPG, for the most part, is usually flexible and fluid, always adapting the situation to the players’ actions. The ambiance is usually in the mind of its players, with its surroundings described by the Master so that everyone can imagine the scene. However, some Game Masters may choose to have images to facilitate general understanding, and some Game Masters like to bring music or sound effects to give the game a better atmosphere. In some cases, it is common to hav...') |
Sem resumo de edição |
||
(30 revisões intermediárias pelo mesmo usuário não estão sendo mostradas) | |||
Linha 1: | Linha 1: | ||
<languages/> | <languages/> | ||
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> | <div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center"> | ||
This Article is in accordance with the '''version 0.92''' of [https://runarcana.org Runarcana RPG] | |||
</div> | </div> | ||
[[Categoria:0.92]] | [[Categoria:0.92]] | ||
Hello Summoner, | Hello Summoner, | ||
Linha 101: | Linha 99: | ||
The RPG, for the most part, is usually flexible and fluid, always adapting the situation to the players’ actions. The ambiance is usually in the mind of its players, with its surroundings described by the Master so that everyone can imagine the scene. However, some Game Masters may choose to have images to facilitate general understanding, and some Game Masters like to bring music or sound effects to give the game a better atmosphere. In some cases, it is common to have a map so that players have a notion of where their characters are and the positioning of their enemies, helping in their decision making. | The RPG, for the most part, is usually flexible and fluid, always adapting the situation to the players’ actions. The ambiance is usually in the mind of its players, with its surroundings described by the Master so that everyone can imagine the scene. However, some Game Masters may choose to have images to facilitate general understanding, and some Game Masters like to bring music or sound effects to give the game a better atmosphere. In some cases, it is common to have a map so that players have a notion of where their characters are and the positioning of their enemies, helping in their decision making. | ||
=== Game Dice === | |||
=== | |||
This game makes use of multifaceted dice with different numbers on each side. You can find this dice in game stores or use a digital version for them, there are some applications that simulate this dice or you can even use Google for this. | |||
The dice are differentiated in this book using the prefix “d” followed by the number of sides the dice has, such as d4, d6, d8, d10, d12 and d20. The most common of them is d6, which is a six-sided dice, being used in several board games. | |||
In addition to these dice, there may be some expressions that use the same concept, such as d100 (or percentage dice), d3 and d2. There are some different ways to use them, the d100 can be “created” using two d10, here one dice will represent the tens and the other the units, that is, by rolling the 2 dice, you get the results 4 and 2, knowing that the first dice was defined as the tens, you get the final result of 42. For the d3, you can roll a d6 and divide the result by half, rounding up. While for a d2, you can get the result in several ways, such as rolling any dice and setting odd numbers to 1 and even numbers to 2, or playing a coin, setting the results to heads and tails. | |||
The rules will tell you what dice you should use for each situation and whether you should add any bonuses to the rolled result. For example, one of your attacks causes 3d6 + 5, this means you must roll three sixsided dice and add 5 to the total value. | |||
=== The D20 === | |||
Does an adventurer’s furious attack hit his target or does it just graze through the thick scales of his enemy? Will an army general believe the desperate story he was told? | |||
When being the target of a psychic attack, will the adventurer be able to resist or succumb to mental control? | |||
In all these situations where results are uncertain, the player or the Game Master must roll a d20 to determine success or failure. | |||
Every character and creature has six attributes that will define their physical and mental abilities. They are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, among the characters of players it is common that the values of these attributes are between 8 and 20, while for creatures it is possible that their values have a minimum of 1 or something as high as 30. Being the value 10 considered the general average of humans, a person who has a value above that is already considered an exceptional being, but if he is below... let’s say that he is not a good representative of the species. | |||
These six attributes are the basis for almost every move that requires a d20 roll, whether made by players or the Game Master. Saving Throws, attribute testing or attack rolls are the main things that use a d20. | |||
=== Advantage and Disadvantage === | |||
=== | |||
In some cases, a saving throw, skill test or attack rolls ends up under use of a special rule called advantage or disadvantage. Some of the character’s or creature’s abilities can describe when they will have advantage or disadvantage, but it is the Game Master who will define most of the time whether or not she will have advantage or disadvantage. | |||
The advantage is something positive for the creature who will perform a d20 roll, while the disadvantage demonstrates a negative circumstance for it. When you are in any of these situations, you should roll two dice instead of one, if you are in advantage, you should use the higher value of the roll, while in disadvantage you use the lower value. For example, if you have an advantage and roll 14 and 7, you use the 14, but if you have a disadvantage and get the same values you use the 7. For more detailed rules on the use of advantage and disadvantage, see Chapter 7: Using Attributes. | |||
=== Dice Rolling === | |||
=== | |||
Regardless of the type of dice used, a roll will always follow these steps: | |||
# '''Roll the Dice and add the modifier.''' In almost every data roll the modifier of one of the six attributes is used, and in some cases the character or creature has certain training or ease in a certain skill or weapon, giving him the opportunity to add the proficiency bonus to his roll. See Chapter 1 for a better understanding of attribute values and their modifiers. | |||
# ''' | |||
# | # | ||
# ''' | # '''Add a bonus or penalty.''' Sometimes it is possible that there is something affecting the roll, ranging from a Class ability to a spell or Rune, be it positive or negative. After getting the result, you should add or subtract the set value, depending on what is affecting the roll. | ||
# | # | ||
# '''Compare | # '''Compare the value with the target number.''' D20 rolls usually have a target value, if the total value obtained in scrolling is equal or greater than the target number, the saving throw, skill check or attack roll is a success, otherwise it is a failure. | ||
Damage rolls, on the other hand, do not have a target value, they are only performed when successful in an attack roll. | |||
The Game Master is the one who defines the target value that must be reached in order for a roll to be successful or unsuccessful. The target number for saving throws and skill checks is called the Difficulty Challenge (DC), while the target number for an attack roll is defined by the Armor Class (AC) of the target. | |||
With this simple rule it is possible to decide the majority of the actions. Chapter 7 provides more detailed rules on using dice and attribute values within the game. | |||
=== The Specific Beats the General === | |||
=== | |||
As previously stated, Part 2 of this book brings the set of general rules needed to play Runarcana. In some moments you may notice that there are traces of Origin, Class skills, magic items, creature skills and other elements of the game that do not exactly follow the general rules present in Part 2, thus creating an exception to the rules. Keep in mind that if a specific rule contradicts a general rule, the specific rule prevails. | |||
Normally, exceptions to the rules are minimal. For example, a person with a physical body cannot go through a wall, but some Class spells or abilities make an exception to this rule. | |||
Almost all spells and Runes count as an exception to the rules. | |||
=== Round It Down === | |||
=== | |||
There is a general rule that is not present in Part 2 and that you need to know. Whenever it is said that a result is divided, the value should be rounded down if it ends in a fraction, even if the part of the fraction is greater than half. | |||
=== Adventures === | |||
== | |||
The RPG consists of a set of characters that are performing the adventure that the Game Master showed them. Each character brings special traits to the adventure in the form of attribute values and skills, class characteristics, traits of Origins, equipment and magical items. Each character is different and each one has its own advantages and disadvantages, so the best group is the one where each character is different from the other. Adventurers must cooperate to succeed in the adventure. | |||
The adventure is the core of the game, a story with a beginning, middle and end. Game Masters can create adventures, or they can use a ready-made one, in full, or modify it to suit their needs. | |||
In any case, the adventure will present a atmosphere of fantasy, be it a ruin, a burning castle, a desert or a busy city. There is a wide variety of character types: the player characters (PC) created and played by other players at the table and the non-playable characters (NPC) controlled by the Game Master. | |||
These characters can be clients, allies, enemies, contractors or just redundant characters in the story of the adventure. Usually, an NPC is the villain and his plan guides many adventure activities. | |||
Throughout the adventure, the character will find several creatures, objects and situations that must be dealt with in some way. Sometimes adventurers and other creatures will do their best to kill or capture each other in battle. Other times, the character will bring the target and talk to these creatures. Usually, players spend time trying to solve puzzles, overcome obstacles, discover hidden things or solve current scenarios. At the same time, players explore the world and make decisions about where to go and what to do next. | |||
The scale and complexity of adventures vary. Short adventures, known as one-shots, are adventures that have their beginning, middle and end in one single game session. A longer adventure, like a campaign, can involve hundreds of battles, interactions and other challenges and can last dozens of sessions, lasting weeks or months in real life. Usually, the end of an adventure is the return of the character to civilization to rest and enjoy the fruits of his work. But this is not the end of the story. You may think that the adventure is just one season of a TV show, consisting of several exciting episodes. A campaign is an entire show, with a series of activities performed by some characters that follow the story from beginning to end. | |||
=== The Three Pillars of Adventuring === | |||
=== | |||
Players can do, or at least try, anything they can imagine with their characters that can be commonly described in 3 pillars: Combat, Exploration and Social Interactions. | |||
The '''Combat''' is mainly dealt with in Chapter 9, but the rules for using spells during combat are dealt with in Chapter 10. Combat involves all creatures united in an effort to defeat their enemy, either by killing them, holding them hostage or forcing a retreat. Combat is the element with more rigid and less malleable rules, being divided into turns so that everyone can have the chance to act. Even though it is not very malleable, it is still possible that players try the strangest maneuvers, or the most impressive acrobatics. | |||
The '''Exploration''' is, basically, the movement of characters through the world presented by the Game Master, including their interaction with objects and any environment in which they are, such as a forest, city or village. This interaction takes place through the choices of the players and the result of their actions presented by the Game Master. How to spend a few hours moving from one city to another and setting a waking shift, unraveling the riddles of an old shuriman tomb, or even cutting a rope in the middle of a forest to see what happens. | |||
The '''Social Interactions''', as the name says, is the interaction of players with the characters presented by the Game Master. It can happen when trying to convince a guard to give you access to an exclusive party, get information through a secret language or ask for mercy to a powerful enemy. | |||
Chapters 7 and 8 deal with the general rules for exploration and social interactions, as well as various traits of Origin and Class characteristics. | |||
=== A World of Magic === | |||
=== | |||
Runeterra is full of magic in all places, be it more visible and obvious as the conjuration of a fireball or in its most feared creatures, like dragons. Regardless of the way it is, magic is present daily in the day-to-day life of all beings, and is the focus of Chapter 10. | |||
Runeterra | |||
Although it is in abundance in the world, direct practitioners of magic are not so common, however, magic often appears in some of the skills of certain people. It is practically impossible that a campaign ends without anything magical happening, even in anti-magical regions like Demacia, it is present everywhere, trapped inside the petricite that its walls and houses are made of. | |||
Magic is the key to the survival of the players, because without the healing of the acolytes, the explosive power and versatility of the Arcanes or the magical support of the Pilgrims, it is very likely that the other characters would quickly succumb before their enemies. | |||
edições