DDSd20 Basics

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DDSd20 is an attempt to bring the combat of the Digital Devil Saga games to the tabletop using DnD 3.5 rules as a baseline and adding a few twists of my own making. Tactical movement has been discarded in order to focus on elemental proficiencies, ailments, and more straightforward combat maneuvers for simplicity. It also draws inspiration from DnD 4th edition rules concerning the structure of powers.
 
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While DDSd20 is designed with Digital Devil Saga closest in mind, it can be adjusted with minimal diffuclty to suit other games from the Shin Megami Tensei line, including Nocturne (Lucifer's Call to our friends in Europe), Devil Summoner, and Persona. For a Persona game, simply replace the class names with "Persona User" (so a Brutal Demon is instead a Brutal Persona User and so on). In general, this system can be made to model just about any turn-based RPG with minor changes; the Devour line of skills will likely be out of place in other settings, but other skills can be made suitable by simply changing the names. To model a Final Fantasy type game for example, just rename Agi, Agilao, and Agidyne to Fire, Fira, and Firaga, making corresponding changes throughout the system. To model a Dragonquest type game, rename Agi to Sizz, Zio to Zap, and so on.
 
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==The Core Mechanic and Dice Rolling==
 
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The Core Mechanic of d20 games remains the same; roll a d20, add in modifiers, and compare the result against a target number. DDSd20 will focus on being a system to resolve combat; out of combat challenges and skills are mostly unmodified from DnD 3.5 edition.
 
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In combat, when dealing damage, one determines the damage done by rolling a dice of a size determined by the character's abilities--d2 to d12--adding a modifier, and multiplying the result by a multiplier determined by a combination of the character's abilities and the attack being used. Unlike in DnD 3.5, multiple modifiers of the same type DO stack unless stated otherwise. In general, if one encounters a fraction, round down.
 
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==Ability Scores and Modifiers==
 
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Ability scores and ability modifiers are the same as with DnD 3.5: each character has a strength, dexterity, constitution, intelligence, wisdom, and charisma score. Each ability score has a character class associated with it that focuses its powers on that score. They are: [[Brutal Demon]] (Str), [[Swift Demon]] (Dex), [[Stoic Demon]] (Con), [[Cunning Demon]] (Int), [[Willful Demon]] (Wis), and [[Zealous Demon]] (Cha).
 
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===Strength===
 
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Strength measures the power of one's muscles. It is essential for prevailing in melee combat, making one's blows more likely to pierce a foe's armor and deal more damage. Strength is added to a character's physical attack rolls unless the character's dexterity is higher (see dexterity) and damage rolls.
 
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===Dexterity===
 
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Dexterity measures the power of one's speed. It is essential for dodging attacks, sharpening one's reflexes, and accuracy. Dexterity is added to a character's physical attack rolls unless the character's strength is higher (see strength), physical armor class, and reflex saves.
 
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===Constitution===
 
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Constitution measures the power of one's body. It is essential for enduring blows and warding one's body against adverse effects. Constitution is added to a character's health gained every level, fortitude saves, and often affects the multipliers of physical healing abilities and the effectiveness of physical defense maneuvers.
 
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===Intelligence===
 
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Intelligence measures the power of one's mind. It is essential for improving the power of one's magic attacks. Intelligence is added to a character's magical attack rolls unless the character's charisma is higher (see charisma) and damage rolls.
 
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===Wisdom===
 
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Wisdom measures the power of one's soul. It is essential for defending oneself against mental attacks and improving the power of one's healing powers. Wisdom is added to a character's healing effects and will saves.
 
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===Charisma===
 
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Charisma measures the power of one's heart. It is essential for a character's magic attacks' accuracy, for casting over a prolonged period of time, and avoiding magical attacks. Charisma is added to a character's magical attack rolls unless the character's intelligence is higher (see intelligence), mana gained every level, and magical armor class.
 
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==Races==
 
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Races for a game using DDSd20 would vary based on the setting; for most Shin Megami Tensei games, all characters would be humans, or have no racial modifications (with the different individual demon types being represented as monsters or characters with different class levels). For a Digital Devil Saga or similar type of game, one could represent tribes in the same way that other settings would represent races. For the default Digital Devil Saga setting, the tribes are [[The Embryon]], [[The Vangaurds]], [[The Maribel]], [[The Solids]], [[The Wolves]], and [[The Brutes]].
 
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==Elemental Affinities==
 
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When creating a character, players must choose one element to which they are proficient, and another to which they are weak. Possible choices for these elements are fire, ice, force (wind), electric, earth, holy, and unholy. One cannot be both proficient and weak to the same element.
 
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All attacks made with the element with which a character is proficient has its damage multiplier increased by one (see the damage section of [[DDSd20 Combat]]). In addition, when targeted by an attack of the element with which a character is proficient, its multiplier is reduced by 2.
 
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All attacks made with the element with which a character is weak likewise has its damage multiplier reduced by one. When targeted by an attack of the element with which a character is weak, its multiplier is increased by 2.
 
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When multiple effects that increase or reduce the multiplier of an attack are active, resolve effects due to elemental affinities first. For example, a character who is weak to fire is struck by a fire attack used by a character who is proficient in fire, while also under the effect of a shield spell that reduces the multiplier of all attack by half. If the base multiplier of that attack is 4, then resolve the attack as follows. First, add in the proficiency bonus of the attacker, bringing the multiplier up to 5. Next, add in the extra multiplier from the victim being weak, for a multiplier of 7. Finally, factor in the shield effect, reducing the multiplier to 3.5. Rounding rules require the fraction to be rounded down, for an end multiplier of 3.
 

Current revision as of 21:02, 16 January 2011

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