Tabletop RPG

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A tabletop RPG that utilises both Cards and Dice

Role-Playing Game (RPG): When the players assume the role of a character, as if in a play.

A collaborative effort, where each player comes up with a new piece of the story during their turn.
When two or more players say something conflicting, the Dungeon Master (DM) decides for them.

Tabletop games allow people to make up their own stories and challenges without needing to do the
coding that would be necessary for Video-games. The best of these, encourage the players to plan
their next move together. This tabletop game in particular, was designed to allow for a variety of
ideas that can be put onto cards.

What limits the players?

To provide a challenge (Making use of the players abilities and creativity), limitations are put into
place as to what they can do. Allowing a person to express as much as what they’re capable of,
by requiring them to find alternative paths or methods.

Rule Zero: The rules are guidelines. A tabletop RPG is about getting a group of people together to
tell a story, not act out a set of rules.

Almost every Skill or Action is associated with one of 6 main categories or attributes.
These 6 attributes or stat-scores are: Strength (Str), Dexterity (Dex), Intelligence (Int),
Charisma (Cha), Armour Class (AC) and Speed (Sp).

The DM rolls their dice to see whether an obstacle or feat is within the limits (stats) of a character.
This number determines a level of difficulty called the ‘Difficulty Class’ or DC for short. These
numbers should also be prepared beforehand for certain planned situations or encounters.

Ideally, the player needs to produce their own number that’s equal to or greater than this DC.
For example, say a character wants to jump across a stack of barrels. The DM rolls dice of their
choosing to tell them how difficult it will be. This is then compared to the dice that the player rolls.

A particular type of dice is used to represent each attribute that is related to their action or choice.
Each turn, the number rolled by the player with this dice becomes that attributes score for that turn.
The player needs to increases this number with their Skills, Gear, or by utilising their environment.

The act of adding numbers to an attribute during a players turn or dice roll, is called a ‘modifier’.
When their final score is compared to the DC (Difficulty Class), it is known as a ‘check’.

Dice roll (Attribute score) + Modifiers + Character abilities (Skills) = Total score

Within battle, if a character fails a check, there may be repercussions before moving on to the next
players turn. One ‘round’ is completed when each player has had their turn. An opponent may also
take action or retaliate during or before a players turn. The order of these turns is decided by the
speed attribute. The players roll the dice assigned to their speed attribute and compare the results.
If they roll a higher number, they get to have their turn before those who rolled a lower one.

NPC’s controlled by the DM also have a speed attribute that’s fixed (Unless altered somehow)
and compared to what the players rolled. A numbered card can be given to each player that they can
swap to keep track of whose turn it is. They can also flip it over to signify that their turn is done.
What determines the outcome of a battle?

The ‘Hit-points’ are the same as Health Points or HP for short. When the HP of a character drops to
zero, it usually means they’re no longer playing. When attempting to eliminate a target, it is called
an ‘Attack roll’. But before the player can even begin to reduce another characters HP, they must
first overcome the targets ‘Armour Class’ (AC). Because their Attack Roll is subtracted by this AC,
if they cannot produce a higher number then it usually has no effect. The player has their own
Armour Class and Dice associated with this attribute which they roll when attacked.

In game theory, if a single method works for every situation, then the player will continue to use it.
If you want players to analyse the situation and look for unique solutions, they need to be given
problems (Enemies) that require it. But a Lock & Key situation can also be repetitive if a DM
doesn't allow alternatives that the player can select from or come up with on their own.

Aside from providing direction for the story, the DM also controls NPC’s or Attacking forces.
As stated before, the type of dice the player rolls during a check depends on which attribute their
action falls under. This then becomes the attribute score for that turn. Each attribute can have a
different dice type that is between D4 and D12, with a combined total of no less or more than 48.
Otherwise, all the players can just roll D8’s for their ability checks.

There are 10 combinations of these dice that can be arranged into any attribute, in whatever way.

48 = D8, D8, D8, D8, D8, D8


48 = D8, D8, D8, D8, D4, D12
48 = D8, D8, D4, D4, D12, D12
48 = D4, D4, D4, D12, D12, D12
48 = D8, D8, D8, D4, D10, D10
48 = D4, D4, D10, D10, D10, D10
48 = D8, D8, D8, D6, D6, D12
48 = D6, D6, D6, D6, D12, D12
48 = D4, D4, D8, D10, D10, D12
48 = D4, D8, D8, D8, D10, D10

The modifiers that enhance the players total score during their ‘Check’

These come in the form of cards that the player collects.

Skills
Each character has abilities or skill’s that allow for an additional dice to be rolled when a condition
(Specific changes or events that are required before another act or change can occur) is fulfilled.
For example, if they pass a stealth-check (Dex) and have the skill “Naturally Stealthy”, they roll a
1D20 to their Str attribute when attacking someone who isn’t aware of your presence.

Gear
As with skills, the items also have effects that can alter the outcome of a situation.
Equipment such as Armour, Weapons, Tools, and Spellbooks allow the player to use additional dice.
In one such example, an enchanted sword of lightning can let you roll a 1D6 (One six-sided dice)
for your Strength attribute. This is in addition to the Dice-type that represents your Strength.

The Dice you use for an Attack Roll depends on the action (In this case Str), equipment, or both.
When attacking a creature that is weak against lightning, a condition is fulfilled that allows you to
roll a 2nd dice (Known as a 2D6). You can also roll the same dice again for the same effect.
Furthermore, the basic set-up for this tabletop game is intended to be flexible enough for DM’s to
make their own items with unique effects. For example, they could make a card that allows a player
to skip their turn and give it to someone else, thus by-passing the order in which they roll.

The possible Actions and the Attributes they’re classed under

Strength (Str): Physical fitness


• Being able to move heavy weights
• To inflict damage or restrain somebody

Dexterity (Dex): The ability to wield more complex weapons that require better motor skills
• Sneaking (Stealth)
• Steady aim (Archery or Spell casting)
• Balance and Footwork

Intelligence (Int): The ability to analyze, visualize, and compare situations.


• Attunement: To adjust or combine components in such a way that they fit well together
◦ Magic can be in the form of items such as Tomes (spellbooks), chimes, armour, ect
▪ Miracle: A type of Magic that heals or buffs the players character
▪ Pyromancy: A type of sorcery involving fire
▪ Charm: Adds certain properties or effects to an object or individual
• Granting a resistance to ailments or making the character more capable somehow
• Alter the appearance of an object or person
• The ability to control (Hex) individuals
• Potion brewing
• Crafting tools
• Medical expertise
• Survival Skills
• Perception (‘Attention to detail’)
◦ Identify traps. Find clues, hidden items, and secret entrances.
◦ See through disguises and other facades

Charisma (Cha): Communication Skills (Speech)


• To draw out information from someone
• The ability to tell a convincing lie or expose one
• Appease someone (Getting them to do something)
• Animal Handling / Taming

Armour Class (AC): This is a players endurance or Defence


• If the player is attacked, they roll the Dice for this attribute.
The number they rolled subtracts from the damage they would receive.

Speed: Decides the order in which the players have their turns.
A Saving Throw is a dice roll that will save the players character when their HP reaches 0.
If they roll a high number, they are left with 1 HP. But if the number is low (Below half the highest
number of the dice), they may be removed from the game.

Players keep track of any changes to their character with a sheet of paper called a ‘Character Sheet’.
They take note of what equipment they pick up, the damage they take, and their recovery from it.

Player Name:
Character Name:
Hit-points (HP): 30

Attributes Skills

Str D8 Naturally Stealthy:


Dex D8 +3 to move undetected. Roll D20 for Attacking if Dexterity check is reached
Int D8 Dual Wielding:
Cha D6 +2 to attack when using dual weapons
AC D6 Pro Lock Picker:
Speed D12 +8 to pick locks

Gear Weapons

Dice Roll + Modifiers Total DC


Starting the Game

The DM begins by describing the world around the players.


This includes:
(1) Possible paths they can take
(2) The potential dangers
(3) Objects or people of interest

Now the players decide what they want to do. They can either ask the DM to provide more details
about the world and those in it. Or they can decide to move about and interact with the world in
some way. Depending on what they do, the DM may require a ‘Check’. If they succeed, the DM
gives helpful information or opens up a new path for them to explore. The DM needs to account
for the different paths the players may take and how these will fit into the story.

If they get attacked or initiate a combat situation, they begin by rolling their Speed Dice.
Depending on how they scored, they are given a numbered card or prop to show whose turn it is.
They flip this around once their turn ends.

Preparing a game

Mapping
List all the possible locations. They do not need to be in order, nor do they need to be in a bubble.
On another piece of paper, write down the locations you want to connect. Draw a bubble around
them and a line that shows they’re directly adjacent or attached to each other and a note as to why.
The reason can simply be that there’s a path between them. Redo the map when necessary.

Have enough room so that you can add short, one-word descriptions, about whats in each location.
Such things as Furniture, Treasure, Doors (Stairs, Switches, ect), Traps, Supplies, Encounters, ect.

Encounters
Begin by writing notes about the creature or adversary, such as:
• How might a player dispatch or avoid them?
• Where does the player encounter them?
• What attacks do they have?
• Do they have any strengths or weaknesses?
• Will they have the necessary equipment to deal with them?

List all the things a player may attempt to do before and during an encounter and give each of them
a Difficulty Check. It will help speed things up, if the DM prepares their Difficulty Checks
beforehand. Assign their HP, AC, and Speed.

Story
Ideas may come in a sudden burst of brilliance, without warning and while doing unrelated tasks.
It is therefore important to keep a notepad and pen around your person to ink it when it occurs.

Other people can help by offering a perspectives in a brain-storming group. The players can affect
the story by the choices they make, causing it to branch out into different possibilities. The DM
needs to take these into account by making a flowchart, just like those made for algorithms
(A planned reaction based on a predicted action or input).

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