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The Archive Dice System is built for gritty, story driven survival roleplay.
==Abilities and Skills==


==Abilities and Skills==
Abilities represent your fundamental strengths as a survivor. Each '''Ability''' governs a set of '''Skills'''.  
Abilities represent your fundamental strengths as a survivor.
They define how you endure danger, solve problems, and influence the world.


Each '''Ability''' governs a set of '''Skills'''. Skills are specialised and are always rolled with their parent Ability.
Skills are always rolled with their parent Ability.


When you attempt an action using a Skill, roll:
When you attempt an action using a Skill, roll the following:  
  d20 + its associated Ability + the Skill level
  d20 + its associated Ability + the Skill level


Compare the total to a Difficulty Class (DC) set by the narrator or the rules.
For example, if you have a +2 Morale and +2 Presence (its parent ability), you'd roll:
d20 + 2 (Morale) + 2 (Presence)  


Skills cannot be combined with different Abilities.
Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.


===Physique===
{|
Physique reflects raw physical capability.
!colspan=2| Physique
 
|-
====Skills====
| Athletics: || Climbing, jumping, swimming, lifting, and other feats of physical exertion.
 
|-
{| class="formatted-table"
| Melee || Fighting with close combat weapons or unarmed strikes.
|-
| Resilience || Enduring pain, resisting poison or illness, and withstanding physical trauma.
|-
|-
| Athletics
!colspan=2| Agility
|| Climbing, jumping, swimming, lifting, and other feats of physical exertion.
|-
|-
| Melee
| Aiming || Using ranged weapons accurately.
|| Fighting with close combat weapons or unarmed strikes.
|-
|-
| Resilience
| Stealth || Moving quietly, hiding, and avoiding detection.
|| Enduring pain, resisting poison or illness, and withstanding physical trauma.
|}
 
===Agility===
Agility reflects speed, coordination, and control.
 
====Skills====
{| class="formatted-table"
|-
|-
| Aiming
| Reflex || Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
|| Using ranged weapons accurately under stress.
|-
|-
| Stealth
| Finesse || Precise manual control, delicate manipulation, or careful physical actions.
|| Moving quietly, hiding, and avoiding detection.
|-
|-
| Reflex
!colspan=2| Reason
|| Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
|-
|-
| Finesse
| Awareness || Noticing threats, spotting details, and reading intent.
|| Precise manual control, delicate manipulation, or careful physical actions.
|}
 
===Reason===
Reason reflects perception, logic, and applied knowledge.
 
====Skills====
{| class="formatted-table"
|-
|-
| Awareness
| Medicine || Treating wounds, stabilising injuries, and managing illness.
|| Noticing threats, spotting details, and sensing changes in the environment.
|-
|-
| Medicine
| Technology || Using, repairing, or understanding machines and electronic systems.
|| Treating wounds, stabilising injuries, and managing illness.
|-
|-
| Technology
| Academia || General knowledge, research, and recalling learned information.
|| Using, repairing, or understanding machines and electronic systems.
|-
|-
| Academia
!colspan=2| Presence
|| General knowledge, research, and recalling learned information.
|}
 
===Presence===
Presence reflects emotional strength and force of personality. It governs morale, persuasion, intimidation, and self control.
 
====Skills====
{| class="formatted-table"
|-
|-
| Morale
| Morale || Resisting fear, maintaining composure, and enduring psychological strain.
|| Resisting fear, maintaining composure, and enduring psychological strain.
|-
|-
| Intimidation
| Intimidation || Coercing or frightening others into compliance.
|| Coercing or frightening others into compliance.
|-
|-
| Persuasion
| Persuasion || Convincing others through reason, trust, or emotional appeal.
|| Convincing others through reason, trust, or emotional appeal.
|-
|-
| Deception
| Deception || Lying convincingly, misleading others, or concealing the truth.
|| Lying convincingly, misleading others, or concealing the truth.
|}
|}


== Difficulty Class and Outcomes ==
==Difficulty Class and Outcomes==
The Difficulty Class (DC) represents how difficult a task is. It ranges between 5 and 30, with the difficulty of the task determining the DC. A Narrator will tell you if the task you're trying to roll for is possible. If so, they'll give you your DC.
Difficulty Class (DC) is the number that you compare your roll against. They are set by the rules or the narrator.


After rolling, compare your total to the DC. See the [[LINK]] for more info.
After rolling, compare your total to the DC.


{| class="formatted-table"
{|
|+
|-
|-
! Your Roll !! Outcome
| Over 5 Below DC: || Strong Failure
|-
|-
| 5 or More Above DC || Strong Success
| 5 or Less Below DC || Failure
|-
|-
| Equal to or 4 Above DC || Success
| Meets DC || Success
|-
|-
| 4 or Less Below DC || Failure
| 5 or Less Above DC || Success
|-
|-
| 5 or More Below DC || Strong Failure
| Over 5 Above DC || Strong Success
|}
|}


==Action Economy==
=== Examples: ===
* Each character by default has 4 max Action Points (AP).
{| class="mw-collapsible mw-collapsed"
* You begin combat with your action points at their max.
* You spend AP to take actions on your turn and to take reactions outside your turn.
* At the end of your turn, your AP is restored to its max.
* If you have spent AP on reactions before your turn begins, you start your turn with whatever AP you have remaining. For example, if you have 4 AP and make 4 reactions before your turn, you have no AP to use on your turn and may be forced to skip.
* If a character’s AP maximum is reduced to 0, they immediately fall unconscious.
 
=== Basic Melee Attack, 2 AP ===
* Usable with unarmed strikes or melee weapons.
* Choose a target body area (Head, Torso, Arms, or Legs) and roll the following.
* Compare the result to the target’s appropriate Defense DC (Dodge, Parry, or Base)
d20 + Physique + Melee
 
{| class="formatted-table"
|+
|-
|-
! Outcome !! Effect
| DC: || Strong Success
|Success
|Failure
|Strong Failure
|-
|-
| Strong Success || Apply the effect from the table corresponding to the weapon’s damage type.
| 5 || 10 and up
|5-10
|4-0
|/
|-
|-
| Success || Deal the weapon’s listed damage. If none is listed, it deals 1 damage.
| 10 || 15 and up
|10-14
|5-9
|4 and down
|-
|-
| Failure || The attack misses.
| 15 || 20 and up
|15-19
|10-14
|9 and down
|-
|-
| Strong Failure || The attack misses and you gain 1 Stress.
| 20 || 25 and up
|20-24
|15-19
|14 and down
|}
|}


=== Basic Ranged Attack, 2 AP ===
=== Narrator DC Guidance: ===
* Usable with thrown weapons or bows.
{| class="mw-collapsible mw-collapsed"
* Choose a target body area (Head, Torso, Arms, or Legs) and roll the following.
* Compare the result to the target’s appropriate Defense DC (Dodge or Base)
d20 + Agility + Aiming
 
{| class="formatted-table"
|+
|-
|-
! Outcome !! Effect
| DC: || Strong Success
|-
|-
| Strong Success || Apply the effect from the table corresponding to the weapon’s damage type.
| 1-5 || valign="top" |Trivial tasks,  minimal chance of failure.
|-
|-
| Success || Deal the weapon’s listed damage. If none is listed, it deals 1 damage.
| 6-10 || valign="top" |Easy Tasks, most people would be able to succeed.
|-
|-
| Failure || The attack misses.
| 11-15 || Doable Tasks, with some effort this should be doable.
|-
|-
| Strong Failure || The attack misses and you gain 1 Stress.
| 16-20 || Tricky Tasks, probably going to fail if you are untrained.
|}
 
=== Move, 1 AP ===
* Move up to your Movement.
* Movement may be interrupted by other actions during your turn.
 
=== Stand up, 1 AP ===
Remove the Prone condition, unless it is being actively forced by another effect.
 
=== Apply Pressure, 1 AP ===
d20 + Reason + Medicine against a DC of 10
* If using a bandage, roll with Advantage.
 
{| class="formatted-table"
|+
|-
|-
! Outcome !! Effect
|21-25
| valign="top" |Hard Tasks,  for those with experience.
|-
|-
| Strong Success || The Bleeding condition does not deal damage at the end of your turn, and the remaining duration of the Bleeding condition is reduced by 1 round.
|26-30
| valign="top" |Long Shot, Even with training it’ll take a lot of luck to get this done.
|-
|-
| Success || The Bleeding condition does not deal damage at the end of your turn.
|31+
|Never, Impossible things should not be rolled for.
|}
== Advantage and Disadvantage ==
Some rules give a roll Advantage or Disadvantage. A narrator will tell you if one applies.
 
{|
|-
|-
| Failure || No effect.
| Advantage: || Roll two d20's, pick the highest.
|-
|-
| Strong Failure || You gain 1 Stress.
| Disadvantage || Roll two d20's, pick the lowest.
|}
|}


== Common Terms ==
*Advantage and Disadvantage do not stack.
*If a roll has both Advantage and Disadvantage, they cancel out and the roll is made normally.
 
==Statistics==
When skills are mentioned in calculations (not just in this section) only use the skill level, the ability will be listed separately if used.
 
===Health Points===
HP = 5 + Physique + (Resilience / 2) rounded down.
*At 0 current HP, you gain the [[Conditions#Unconscious|Unconscious]] Condition.
 
If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])
 
=== Movement ===
Movement = 3 + (Athletics + Reflex) / 2, rounded down.
 
*During your turn you may use 1 movement to move 1 tile.
*Your movement resets to max on the end of your turn.


{| class="formatted-table"
===Stress===
|-
*Stress represents psychological strain.
| Advantage || Roll twice, pick the higher number.
*While resting, you lose 1 Stress at the end of each hour in-game.
Stress Cap = 3 + Presence
*When your Stress reaches your Stress Cap, you must make a Morale Roll and resolve the result according to the table below.
{|
! Morale !! Result
|-  
| 1-5: || You surrender to your opponents.
|-
|-
| Disadvantage || Roll twice, pick the lower number.
| 6-10 || Your movement and AP reduced to 0 until the end of your next turn.
|-
|-
| Action || Anything performed on your turn.
| 11-15 || You must get as far away as you can, until the end of your next turn.
|-
|-
| Reaction || Anything performed on someone else's turn.
| 16+ || You are stunned until the end of your next turn.
|}
|}


== Frequently Asked Questions ==
=== Defenses ===
; What if I run out of AP before my next turn?
Unless otherwise stated by a rule or feature, when someone attempts to attack you the DC is equal to your Base Defense
: If you run out of AP before your turn starts, you'll have no choice but to skip your turn. Remember to budget your reactions accordingly!
 
; Do we have bonus actions?
: You can have as many actions as you'd like as long as you have the AP for it.


; How do I know my overall level?
If you are wearing [[Armor]] on a targeted area, add that to the DC, armor does not get added atop Dodge or Parry DC.
: There are no overall levels. We encourage you to focus more on optimizing your character how you want them to be instead of leveling them up!


'''Base Defense = 10 + Resilience'''
[[Category:Dice System]]
[[Category:Dice System]]

Latest revision as of 14:07, 2 June 2026

Abilities and Skills

Abilities represent your fundamental strengths as a survivor. Each Ability governs a set of Skills.

Skills are always rolled with their parent Ability.

When you attempt an action using a Skill, roll the following:

d20 + its associated Ability + the Skill level

For example, if you have a +2 Morale and +2 Presence (its parent ability), you'd roll:

d20 + 2 (Morale) + 2 (Presence) 

Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.

Physique
Athletics: Climbing, jumping, swimming, lifting, and other feats of physical exertion.
Melee Fighting with close combat weapons or unarmed strikes.
Resilience Enduring pain, resisting poison or illness, and withstanding physical trauma.
Agility
Aiming Using ranged weapons accurately.
Stealth Moving quietly, hiding, and avoiding detection.
Reflex Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
Finesse Precise manual control, delicate manipulation, or careful physical actions.
Reason
Awareness Noticing threats, spotting details, and reading intent.
Medicine Treating wounds, stabilising injuries, and managing illness.
Technology Using, repairing, or understanding machines and electronic systems.
Academia General knowledge, research, and recalling learned information.
Presence
Morale Resisting fear, maintaining composure, and enduring psychological strain.
Intimidation Coercing or frightening others into compliance.
Persuasion Convincing others through reason, trust, or emotional appeal.
Deception Lying convincingly, misleading others, or concealing the truth.

Difficulty Class and Outcomes

Difficulty Class (DC) is the number that you compare your roll against. They are set by the rules or the narrator.

After rolling, compare your total to the DC.

Over 5 Below DC: Strong Failure
5 or Less Below DC Failure
Meets DC Success
5 or Less Above DC Success
Over 5 Above DC Strong Success

Examples:

DC: Strong Success Success Failure Strong Failure
5 10 and up 5-10 4-0 /
10 15 and up 10-14 5-9 4 and down
15 20 and up 15-19 10-14 9 and down
20 25 and up 20-24 15-19 14 and down

Narrator DC Guidance:

DC: Strong Success
1-5 Trivial tasks, minimal chance of failure.
6-10 Easy Tasks, most people would be able to succeed.
11-15 Doable Tasks, with some effort this should be doable.
16-20 Tricky Tasks, probably going to fail if you are untrained.
21-25 Hard Tasks, for those with experience.
26-30 Long Shot, Even with training it’ll take a lot of luck to get this done.
31+ Never, Impossible things should not be rolled for.

Advantage and Disadvantage

Some rules give a roll Advantage or Disadvantage. A narrator will tell you if one applies.

Advantage: Roll two d20's, pick the highest.
Disadvantage Roll two d20's, pick the lowest.
  • Advantage and Disadvantage do not stack.
  • If a roll has both Advantage and Disadvantage, they cancel out and the roll is made normally.

Statistics

When skills are mentioned in calculations (not just in this section) only use the skill level, the ability will be listed separately if used.

Health Points

HP = 5 + Physique + (Resilience / 2) rounded down.

If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])

Movement

Movement = 3 + (Athletics + Reflex) / 2, rounded down.
  • During your turn you may use 1 movement to move 1 tile.
  • Your movement resets to max on the end of your turn.

Stress

  • Stress represents psychological strain.
  • While resting, you lose 1 Stress at the end of each hour in-game.
Stress Cap = 3 + Presence
  • When your Stress reaches your Stress Cap, you must make a Morale Roll and resolve the result according to the table below.
Morale Result
1-5: You surrender to your opponents.
6-10 Your movement and AP reduced to 0 until the end of your next turn.
11-15 You must get as far away as you can, until the end of your next turn.
16+ You are stunned until the end of your next turn.

Defenses

Unless otherwise stated by a rule or feature, when someone attempts to attack you the DC is equal to your Base Defense

If you are wearing Armor on a targeted area, add that to the DC, armor does not get added atop Dodge or Parry DC.

Base Defense = 10 + Resilience