When you roll a test or contest, you roll (X D20s) + (ATTRIBUTE) + (EQUIPMENT). If it’s your first action this turn, you roll only a single D20. For each action after that, you roll yet another D20. You can keep performing actions as long as you keep rolling another die each time. But beware, you must always accept the D20 that rolls lowest.
A roll of a 20 succeed every time, and a roll of a 1 fails every time and ends your turn. Because you must accept the lowest D20 result, you odds of getting a 1 each time increase.
Adds to melee attacks; used heavily in combos. A successful hit with a die roll of 11 or higher is considered a heavy attack, and a 10 or lower is considered a light attack. Combos are unlocked at certain XP milestones.
Used mainly for archery and dodging. Archery ranges improve by XP milestone.
Added to all magic attacks. Spells have a certain number of actions you have to wait before you can cast spells again. This is called it’s cooldown. If a spell has a cooldown of 3, you have to perform 3 other actions before you can use magic again.
Used to resist damage. When you’re attacked, the attacker’s roll is compared against 10 plus your defense attribute and any armor or shields you may have equipped to see if the attack wounds.
|*You can be wounded twice before becoming severely wounded.|
XP acs as a limit to what equipment players can carry. The total combined bonuses for all of a player’ts equipped items cannot exceed their XP. Players start with 5XP and gain more as they continue playing. Expect to get maybe 1XP per “level” and another 1XP for a boss.
After each encounter, there is an opportunity for a piece of loot to spawn. Roll 1D100 to determine the item’s bonus. If it is low enough that it can still be equipped by the player with the highest XP, then the item spawns. If it’s bonus is too high for them to equip, they simply don’t find anything. This way players with more XP find more loot, but it doesn’t help them as much because it’s usually worse than what they already have equipped. Roll 1d4 to see which attribute the item boosts.
To add a basic jump to your attack, simply roll 11 or higher. This is almost exclusively for combos.
If attacked, you can use an active defense to prevent damage before it is compared to your defense. To use an active defense, pick which attribute (and it’s associated equipment) you want to use and roll that against your attacker using a single d20. If you total higher, you take no damage. If you roll lower, the attacker’s roll is compared to your defense as normal and may result in a wound. The cost for using an active defense however, is that it adds a penalty to your next turn just as if you’d performed another action. So it can save you from damage, but it makes your attacks less effective on your next turn. An active defense does count towards your magic cooldown. You can use any attribute that has a logical context here. Block with strength, dodge with agility, or sense danger before-hand with magic.