The Simplify Your Rules (SYR) game system is an attempt to keep the rules and game mechanics as light as possible to foster role playing from players and collaboration between the game master (GM) and the players in creating a shared story. As with any game, a set of rules and game mechanics is necessary to simulate the characters, creatures, equipment, the world around them, and how they all interact as well as add a bit of chance and luck into the game session.
However, a desire to make things as objective as possible and to cover any scenario that might ever crop up in a game often produce a mass of rules and mechanics that runs hundreds of pages and is impossible for everyone at the table to master. A game session of a few hours can easily be consumed looking up rules, endlessly debating tactics on a playing grid, calculating multiple bonuses and penalties to die rolls, and arguing about the interpretation of a little used rule. Anyone that has played a game with that kind of rule system has seen an entire game session devoted to a single combat encounter that did not really move the story forward but took hours to complete due to the complexity of the rules and the amount of math involved. A lot of people enjoy tons of options, a rule for every occurrence, and manipulating a pile of numbers for the optimum bonus, and there is certainly nothing wrong with that style of play. Others look at that massive rule book, hours devoted to creating one character, and a board full of gridlines for combat and sigh in despair.
This system is for that second group of players. The ones that are more interested in the story being told at the table and their characters actions in that story. They want to sit down for a game session and get swept up in a story and see it advance over the next couple hours and they do not want to learn a tome full of rules to accomplish this task.
The game uses a dice set consisting of a 20, 12, 10, 8, 6, and 4-sided dice. These dice are represented by "d" and the number of sides on the dice in the rules (i.e., a twenty-sided dice is d20 and a six-sided dice is d6 if you need to roll more than one die it will show as 2d20 for 2 twenty sided dice or 4d6 for four six sided dice). The most used die in the game is the d20. It is used for skill checks, to hit rolls, and opposed rolls, among others. The other dice are commonly used to determine the amount of damage caused by an attack or the severity of other conditions.
When rolling a d20 for a to hit or skill check, the person rolling is successful when their result is equal to or higher than the Difficulty Class (DC) of the action as determined by the GM (i.e., The DC of an attack is 15 and the player rolls a 16 so they are successful. Had they rolled a 14 or below the attack would be unsuccessful). During some situations there may be modifiers that give you Advantage or Disadvantage to your d20 roll. The table below lays out the possible results of a d20 roll.
20 | Critical Success |
>=DC | Success |
<DC | Failure |
1 | Critical Failure |
Favorable conditions or actions taken can result in the GM declaring that you have Advantage on your d20 to hit or skill check roll. With Advantage, you roll 2d20 dice and take the higher of the two rolls as your result (e.g., Jonas attacks a troll from behind and the GM rules he has Advantage on a DC 12 to hit. Jonas rolls 2d20 and gets a 5 and 14 on his rolls. He takes the 14 and that beats the DC, so he hits the troll).
Unfavorable conditions or actions taken can result in the GM declaring that you have Disadvantage on your d20 to hit or skill check roll. With Disadvantage, you roll 2d20 dice and take the lower of the two rolls as your result (e.g., Jonas is attacking a dire wolf while standing on a frozen lake and the GM rules he has Disadvantage on a DC 10 to hit. Jonas rolls 2d20 and gets a 4 and 16 on his rolls. He takes the 4 and that does not beat the DC, so he misses the wolf).
During an encounter, players can describe something heroic, dashing, complicated, or otherwise highly cinematic for their action. The GM will come up with an appropriate skill check DC and if the player succeeds on the skill check they gain Cinematic Advantage on their upcoming roll. If the player fails the skill check, they are given Disadvantage on their upcoming roll or some other equally disastrous outcome the GM comes up with. The player has already described the amazing thing that will happen if they succeed, and the GM should provide appropriate details of what happens when they fail as well. The player has the choice to attempt to make the skill roll for Cinematic Advantage or not based on the knowledge of what will happen on success or failure.
As an example, Laura’s character has entered a barroom in the middle of a brawl and sees her friend is about to be attacked by three thugs. She declares that her character will jump on the nearest table, grab the chandelier, and swing into the gang of thugs to knock them down as a group. This is pretty cinematic, so the GM states that Laura must make a DC12 Feats of Agility skill check. If she makes it, she has Advantage on her to hit roll to swing into the thugs (and possibly another ADV if her character is also ruled as surprising the thugs with her attack) and if she fails the skill check she will fall to the floor in front of the thugs and have Disadvantage on her next roll. Alternately, the GM could say that instead of Disadvantage on a failure, her character will slip and hit the table behind the thugs so hard that she loses her action next round. With that information in mind, Laura can now choose to attempt the skill roll to gain Cinematic Advantage or deem the risk of failure to be too high and change her action to a standard action or attack.
If multiple situations occur that provide Advantage or Disadvantage you can stack the rolls up to two Advantage or Disadvantage dice (e.g., Karl attacks a cultist from behind and describes a maneuver that grants him cinematic advantage. For his roll, Karl used 3d20 and takes the highest number rolled as his to hit for the attack one die for cinematic advantage and one die for regular advantage for attacking from behind). If you have a situation that provides Advantage and Disadvantage, they cancel each other out and neither is applied to the roll (e.g., Karl attacks a cultist from behind which gives him Advantage, but he has to wade through mud to get to them which gives him Disadvantage, so they cancel each other out and Karl rolls a normal attack roll.
d20 roll from both sides, highest roll wins, bonuses and penalties can apply. Examples of opposed rolls are listed throughout the rulebook.
Critical Success and Critical Failure are outlined in the Combat section of the rules.
Character creation in this system is meant to be simple and fast, but still give you the flexibility to create the exact character you have in your mind. Unlike many systems, there are no levels, classes, or restrictions on who can use what skills or magic. Individual Setting Packs may add specific restrictions or add additional attributes to ensure characters match the flavor of the setting they are portraying, but the base rules system strives to keep it clean.
Much of the fun of role playing a character is creating an interesting personality and drive for them. Some of this can be dictated by the skills and attributes of the character, but much of it grows from playing the character and interacting with the other denizens of your campaign world. Do not be surprised if your character sheet is not multiple pages of information detailing all aspects of your character. Some people have a detailed idea of what they want their character to be like and they create amazing backstories before the first game session, others have a vague idea of what kind of character they want to play and are open to having the personality grow organically as they play. Both methods are perfectly valid and are easy enough to accomplish in this system. If you do not have a lot of detail yet, go through the character creation process, buy them some gear, and get ready to play. If you need to add a couple pages to your character sheet with your backstory and lists of people you already know in the world, go for it.
With all that in mind, here are the recommended steps to create your character.
Hit Points (HP) are a measure of the sturdiness and survivability of your character and other creatures in the game. The higher the hit points the more damage and injury someone can suffer before they are permanently injured or die. Unlike many games system we try to keep the number of hit points for players and creatures relatively low to prevent combat from dragging on for round after round and ensuring that one combat encounter sucks up an entire gaming session. Players and creatures are assigned a role and their HP total falls within a certain range based on that role. In most cases, a creature or non-player character that may be used in a combat encounter will have their HP already designated in their description. Players roll for their HP and add bonuses during character creation to come up with their HP as outlined below. Unlike other games with levels for characters, the HP of a character in this game is unlikely to change no matter how experienced and powerful they are other than by magic or some other special occurrence in the campaign.
During an adventure players and creatures will take damage from combat and other environmental factors. This damage is subtracted from their current hit points and as more damage is accumulated it can begin to affect performance.
In some cases, a character may choose to live with a lasting wound and over time the GM could rule that they no longer have the stated penalty because they have adapted to the wound (e.g., Bob loses an eye in battle and thinks it is a badge of honor. After some training and adjusting, Bob no longer takes the -1 to hit and perception from the wound)
A character can heal in several ways. The slowest is natural over time, next fastest is by first aid or other medical help from someone with the Healing skill, and the fastest is with magical or advanced technological means.
Natural Healing
Each character regains one hit point after a full night of rest. If they are unable to get a full night of rest, they fail to regain any hit points the next day.
Healing Skill
If the Healing skill is used on a character, that character can regain two hit points after a full night of rest. If they are unable to get full night of rest, they regain only one hit point the next day.
The Healing skill check can also stop additional damage from a ruptured organ, infected wound, or other lasting wound that indicates healing will stop the ongoing damage.
If the Healing skill is used on the character in a stocked medical setting (e.g., a hospital, MASH unit, portable surgery machine) then a successful check will heal a lasting wound and stop the character from suffering from its effects (e.g., Bob loses his eyesight in combat, but he later returns to camp and the surgeon is able to use his resources on a Healing check to restore Bob's eyesight). The GM determines the DC of any Healing skill checks to heal a lasting wound as well as determining what constitutes the proper facilities and resources to fix the lasting wound in question.
Magical Healing (this section talks about magic, but could also reflect highly advanced technological means in a setting)
Healing a character using a spell, potion, or other magical effect restores the number of hit points indicated in the spell/potion/effect listing.
Using magical healing also stops any additional damage from lasting wounds that continue to cause damage over time.
Magical healing can also be used to restore limbs and fix other lasting wounds if indicated in the spell/potion/effect or by determination of the GM.
Any character can learn any skill they wish. You get several points at character creation to add ranks to a skill. You can add no more than 2 ranks to a skill during character creation and you can only have 5 ranks in any given skill ever.
Skills are advanced based on how much you use them. In a game session, if you use a skill, check the box to the left of the skill on your character sheet. At the end of the session, you can fill in one of the five circles to the right of that skill to represent your growing proficiency in that skill. Once you have filled in all five circles next to a skill, you increase that skills rank up to a maximum of 5 skill ranks.
Not every skill listed will be needed for every setting or campaign, or you may add specific skills to your setting or campaign not listed here (Settings Packs can include setting specific skills not listed here and suggestions of which skills to remove for that setting). It is suggested that no setting or campaign have over 25 skills available as it will provide a greater potential for non-general skills that overlap too much with other skills and cause confusion on what skill to use for a given situation.
Combat Skills:
Magic Skills: (Could also be used for mental powers using slightly different names for the skills)
Physical Skills:
Social Skills:
Knowledge Skills:
One of the staples of role-playing games is combat. Nothing quite raises the drama and tension of a story like a literal life or death struggle with your opponents. Combat is up close and personal, chaotic, and usually quick. To resolve a combat encounter in an orderly and fair manner while still maintaining the drama, we use combat rounds to break down all allowable actions and the order they occur. Each round represents just a few seconds of time, generally enough time for a quick spell casting, firing a bow, a quick attack and parry with a sword, or drinking a potion. The types of rounds, how they are resolved, and what actions are allowed are listed below. Once a round is complete, if there are still combatants alive to fight, you start at the top of a normal round and go again until one side is dead or has fled the battlefield.
Combat can be started when both parties see or hear each other or when one party catches another by surprise. Based on the situation, combat will begin either with a surprise round or a normal round. For example, the party is taking their time stealthily moving through the forest and hears a group of ogres up ahead. The ogres are in the middle of an argument, and they do not hear the party approaching. When the party attacks, the GM would initiate a surprise round to start that encounter. Conversely, if the party is walking down the street singing and laughing and their hated enemy is running down the street towards them, neither party is surprised by the others presence and combat would begin with a normal round.
Surprise Round
An opposed roll is taken by one member on each side, if attackers roll higher, they gain surprise, if they roll 5 over the other side, they gain full surprise. The opposed roll uses different bonuses depending on what side you are on, attacker or defender.
Depending on the result of the opposed roll, one party may attain surprise or full surprise over the other party, and they gain the following effects for that round:
Normal Round
Everyone declares what they are going to do within X seconds or minutes depending on the complexity of the situation and the size of the group as determined by the GM. The GM can give you a set time to make your plans each round or they can let you know you are taking too long as necessary. Each round is only a few seconds long so there is not time to make overly complex and coordinated plans and time is of the essence.
Initiative is rolled (Outlined in the Initiative section below).
Each group takes their actions in order. GM and players work together to narrate what happens (i.e., the GM decides who hits first and applies damage, players describe killing blows or what special effect or condition to bestow).
Additional Factors in Combat
Opposition rolls are used for things like shutting the door before the enemy gets through and the higher roll wins.
Timer dice: roll the die determined by the GM and that is the number of rounds until something happens like the ceiling collapses, cliff falls away, barrels explode, etc.
Declared Actions
Before Initiative is rolled for the round, each player declares their action and the GM declares the actions of each creature. Once the round begins, the actions declared cannot be changed. Since a round only represents a few seconds in time it would be nearly impossible for someone to start swinging at one creature and then change their mind and run over to another creature and attack it instead.
Players can switch the order of who takes their actions each round during their group initiative, so the group can use the declaration phase to come up with some interesting tactics.
For example: The players declare their actions for the round and determine that Larry is going to cast a Sleep spell on the goblin pack, Jenny is going to attack the nearest goblin standing after Larry casts his spell, and Bruno is going to standby to counter spell anything the enemy wizard might throw at them.
The GM can allow a change in declared action if the circumstances warrant it (e.g., Carl declared that he was going to shoot an arrow at the ogre across the room, but before his action that ogre is killed. There is an orc right next to the dead ogre so the GM determines that Carl can easily shift his target the tiny amount necessary to fire on the orc instead. However, if Carl were charging at the ogre with a spear and the ogre was pushed out of the way before Carl got to it, the GM could say that Carl just keeps running past the ogre and cannot change his direction in time).
Initiative
Once everyone has made their declarations for the round, one player in the group rolls a d10 for group initiative and the GM rolls a d10 for initiative for each group of creatures in the combat. In most cases, this will be one big group, but the GM could have all the normal creatures as one group and a boss monster as another group as an example of multiple groups. The highest roll goes first and so on until each group has taken their actions.
Initiative is rolled at the start of each round so initiative order can change from round to round to represent the chaos and changing momentum of battle. Note, this can result in one group going last in a round and then first in the next round and getting two sets of actions before the other group gets a response, but that is just the chaos of combat.
To Hit Rolls
Each player and creature involved in combat rolls a to hit roll against the target or spell DC to determine if their attack succeeds. A to hit roll is made with a d20 + the bonus of the applicable skill (i.e., a melee weapon attack is d20+melee skill bonus, a spell casting is d20+casting skill bonus, etc.).
The GM can determine that a player or creature has Advantage or Disadvantage or Cinematic Advantage on a to hit roll and that roll is made with two or three d20's as per the Advantage and Disadvantage rules in the Dice section of the rules. Examples of situations granting Advantage would be several players attacking the same creature from different sides or flanking the creature, attacking a surprised creature, attacking from the high ground. Examples of situations granting Disadvantage would be attacking while on a slippery or unstable surface like a boat deck in a storm, attacking a creature several times smaller than you (trying to knock a pixie out of the air), or acting while Exhausted.
Long Range Attacks
None of the weapons or creatures in the game are given maximum ranges for their attacks, but the GM can determine that a specific attack is outside the normal accurate range of a given attack and assign Disadvantage to the to hit roll (e.g., Jen is an accomplished archer and attempts to fire an arrow at a troll that is on the other side of a large chasm. The GM determines it is an extreme shot with a bow and Jen is given Disadvantage for her to hit roll for the shot).
Called Shots
Aiming for a specific location on a target, called shot, or taking special actions against an unwilling target gain Disadvantage on the to hit roll (e.g., Linda attempts to shoot the wand out of a wizard’s hand. She makes her standard Ranged attack roll with Disadvantage on the roll).
Cover
Hiding behind cover provides Disadvantage when attacking a creature under cover. A creature under cover also takes half damage from any area effect attacks or conditions coming from the other side of their cover. Direct attacks that succeed in hitting a creature under cover provide full damage.
Sneak Attack
If an attacker successfully used the Stealth skill in the previous round and attacks an unsuspecting target, they gain Advantage to hit.
Critical Failure
A roll of 1 on a d20 for to hit is a critical failure and always misses even if bonuses would normally allow the roll to succeed. What happens on a critical failure is determined by the GM or the GM and players together as appropriate. Sample critical failures are:
Critical Success
A roll of 20 on a d20 for to hit is a critical success and always hits even if the roll would not have succeeded with bonuses applied. When using a melee or ranged weapon critical successes are considered critical hits and the weapon damage rolled for that attack is doubled. For spells, the effect of a critical success is listed in the spell description. In some cases, a GM and the players may decide to apply a custom effect to the critical success instead of doubling the damage. The custom effects take the place of doubling damage and are not to be stacked with the double damage effect. Sample critical hits are:
Every weapon or attack rolls an appropriate die for damage. In most cases the die used to determine the damage a weapon, spell, trap, or other standard attack causes is listed in the item/spell/trap description in the Setting Pack. A critical hit doubles the amount of damage rolled (i.e., Tammy rolls a 20 for to hit on a sword strike and gets a critical hit. She rolls a d6 for damage and rolls a 5. She doubles the damage to 10 for the critical hit).
Weapon Damage Optional Rule
In most cases, the standard damage rules will be more than enough for many groups. However, if you are finding the options for damage dice that can be assigned to attacks to be a bit limiting, you can use this set of optional rules in your setting.
Damage Reduction (DR)
Armor and other effects have a DR rating. Before Damage is applied, it is reduced by the DR of the creature being hit (e.g., Bob is a warrior charging into battle wearing a maille shirt with a DR of 2. An ogre takes a swing at Bob and hits him. The Ogre rolls a d6 for damage and rolls a 5. DMG 5 minus DR 2 means that Bob only takes 3 points of damage from the hit). Some special weapons or some non-damage types of spells may disregard DR and will indicate that in their listing (e.g., The sleep spell is not affected by any armor you are wearing so the armor's DR is not applied to the sleep spells effects).
The amount of damage you take can affect your ability to keep fighting or successfully perform other actions. Listed below are the effects of reduced hit points due to damage:
Minions die on one hit. Regular monsters and bosses have a set amount of hit points.
Non-Damage Attacks
Most of the time the combatants are seeking to kill or wound their opponents enough to render them no longer a threat. However, there are times when you may wish to subdue, or incapacitate a foe so you can interact with them later. In these cases, you can make attacks on the target that are not intended to kill or maim them. These generally fall into three types of attacks.
During each round, a player may perform one attack and one move action. The other actions listed below will specify if they still allow for an attack or move or if they take up both of those actions when performed.
Mass combat is tricky with a game that is focused on individual characters and their stories. However, war and battle are extremely dramatic situations that can add a lot of excitement to a campaign and really drive a story forward. With that in mind here are a couple methods for handling mass combat in your game.
Have the battles fought in a war happen away from or at most, close to the characters, but do not have the characters directly involved in the battles. This allows you to describe the ebb and flow of the war, but not have to deal with a massive battle that the characters cannot control.
In this instance, the characters are directly involved in the larger battle. However, instead of just having them in the ranks, they should be assigned objectives that they either complete alone or at most with a small squad of soldiers. For a truly large battle, they could have several small objectives to complete over the course of the day (e.g., the party is tasked with taking over a hill on the edge of the battlefield being used to shell their army, then they have to destroy a small bridge over the nearby river to prevent the enemy from using it to bring in reinforcements, and finally, after the battle is won, they are involved in the race to catch the enemy leader before they can return to their stronghold and raise another army).
In the final instance, your players are the commanders of the armies. This one requires a more formal system as they give out orders to their units and you work together to determine the success or failure of their plans.
A fully fleshed out Mass Combat system involving the characters as commanders is outside the scope of this ruleset. A mass combat system that ties into this ruleset is a likely future optional ruleset or addition to a specific Settings Pack.
Throughout the rules and in Settings Packs specific conditions such at grappled, fatigued, unconscious, etc. have been named. Here we will list all applicable conditions and their effects:
Keeping detailed track of time is generally unnecessary during an adventure or campaign. In story terms there is little to no effect if it takes a day or a week for the party to journey to the next town over to start a new adventure, and it is best to just note that the journey was uneventful and move on to the fun adventure. However, there are times when the story dictates that time is important and tracking it aids in telling the story at hand.
Is the party trying to cross a desert with limited supplies or are they trekking through the jungle looking for a lost temple to stop a magic ritual that will happen in three days when the moon is full? Those are the situations where tracking time becomes important.
General
When tracking time is necessary, the GM will determine the increments of time that should be tracked based on the actions taken. In other words, searching a castle for a bunch of oil barrels with a lit fuse would be tracked in minutes, leading a crew of workers creating a defensive palisade before the enemy forces arrive might be tracked in hours, and the trek across the desert could be tracked in days as the party’s food and water slowly dwindle.
In these cases, the GM can break down the action in the increments decided upon and describe to the players the effects of their actions during each increment (e.g., Cyrus frantically searches the castle for the barrels of oil about to explode, each minute that passes, the GM asks Cyrus where he is searching next and hopefully Cyrus searches the kitchens within five minutes before the fuse ends).
For longer journeys like the trek across the desert it can be helpful to have a map of the region or world that the GM can use to show players where they are and how much or little progress they are making. The map can have as little or as much detail about distance as necessary for the story (e.g., a long trek might only need a legend of distance across the map for general distance tracking, but a story centered around exploring a new land might have a map divided into hexes for easier tracking of areas explored and those still unknown).
Rounds
In combat and in specific situations it is necessary to break time into more precise chunks with specific actions taken in a specific order to make sense of the chaos involved in quick, violent encounters. In those cases, time is broken up into rounds. Each round represents just a few seconds of time, generally enough time for a quick spell casting, firing a bow, a quick attack and parry with a sword, or drinking a potion.
For combat, the order of actions and the actions that can be taken in a round are detailed in the Combat section. For non-combat rounds the format of the combat round can be used for tracking, but the actions allowed, and their order can be worked out by the GM and players in that situation.
As with time, most movement in the game does not need to be precisely tracked as it adds nothing to the story and takes up valuable time in a game session that can be better spent moving the story forward. Letting your players know that the last three days traveling with the caravan were slow and peaceful is perfectly acceptable to move the story quickly to the town where the real action will take place. However, as with time, there are instances where more precise measurement of movement speeds is necessary to the story. In those instances, the rules below can be used to measure how far and how fast a player or creature is moving more precisely.
In these cases, it can be helpful to have a bit more detail about relative speed and agility, but not so much that we bog down the story tracking every inch or mile that someone moves. In most cases, it can be enough for the GM and players to work out quick guidelines for speed of travel and to provide a means of tracking progress.
Optional Rule: Chases
Although the example given above is a simple way to cover relative speeds in a chase, it doesn’t provide much opportunity to add drama and quick thinking to a chase sequence. With that in mind, here is a set of optional rules that can be used to run a fun chase.
A castle floating high on a cloud, the villain’s throne room deep in a volcano, and the noxious gases of the swamp planet are all great locations for dramatic story events. Why go to all the trouble of creating and describing these fantastic locations only to have them just be window dressing and not affect the story.
Environmental effects can add a lot of fun and drama to an otherwise routine encounter or provide additional insight into a species or a villain’s motivations. In some cases, an evocative description is enough to convey that information, but having it affect the characters and the decisions they make in the story can have a more profound impact.
In general, there are three kinds of environmental effects that can impact game mechanics; weather, harsh environments, and fantastical environments. Weather can be used to turn a normal environment into something memorable or add even more danger to a harsh environment. Fighting some orcs in the forest is fine, but fighting some orcs in the forest during a torrential rainstorm is a whole different story. Harsh environments, like that villain’s throne room in a cave filled with pools of lava require the party to deal with potential harm at every footstep in addition to the cackling villain. Fantastical environments can be an encounter unto themselves. Imagine the parties surprise when they realize they have to navigate a field of fiery mushrooms that explode on contact to get to that long sought treasure.
To properly reflect the environmental effects, it is best to use modifications to skill rolls or changes to game mechanics that the characters will have to deal with. Here are a few examples in the categories of Weather, Harsh Environments, and Fantastical Environments.
Weather
Harsh Environments
Fantastical Environments
As you can see, environmental effects do not have to be limited to combat encounter skill check modifications and they do not have to be limited in duration and can often become the entire encounter themselves. Pitting the characters against the environment rather than needing a monster to show up and present the party with a challenge can be a fun change of pace. These are just a few examples and the GM should feel free to create whatever effect they desire to reflect the environment and conditions the players are experiencing.
Not every dramatic story event needs to involve combat. Parlaying with a pirate crew trying to take over your ship, asking the King for a boon, negotiating peace with the Reptiliod Empire, or wheedling information out of the local snitch can all be fun and exciting ways to move your story forward without killing everything sight.
In general, there are two ways to run a social interaction and commonly groups tend to blend the two methods for most social interactions.
By far the most difficult way to play out a social encounter, pure roleplaying can also be the most rewarding and immersive method. No dice are rolled, no game mechanics are necessary, just the players and the GM acting out their respective parts. If the players are trying to find information from a noted scholar, they have to ask the right questions and strike the right tone to succeed without the help of the dice. Asking for a boon from the King, they had best give them the proper respect and be persuasive in stating their case.
Most gaming groups do not consist of trained actors so this style of interaction can be very hard to accomplish and you may find that it only happens for short, relatively minor social interactions. That is fine and nobody is expecting award winning, improvisational acting from either the GM or the players. Depending on the interaction, it can also involve heavy emotions that people at the table are just not comfortable expressing in front of others and it might be best for everyone’s enjoyment if you do not force them to try. But, if you have a group that is open to immersing themselves in their characters this type of interaction can be a highlight of the game and a story told for years. After all, they don’t call them Role Playing Games for nothing.
For a minor social interaction or if you are playing with a group that much prefers to let their weapons do the talking and does not enjoy the more aesthetic aspects of role playing you can always opt for a purely mechanical approach to social interactions. Using this method involves relying purely on skill checks and the luck of the dice. Players state in plain language what they want to accomplish with their interaction, the GM gives them a skill and DC and the players either succeed or fail based on that skill check.
Let it be known that there is nothing wrong with this style of play. It is hard to throw yourself fully into another persona and equally as hard to emote for an audience with no prior experience or training. Role Playing Games can incorporate a vast spectrum of play styles and the one that makes your group the happiest is the best play style.
Most groups tend toward a hybrid of the two play styles for social interactions. Players will lay out what they hope to accomplish and then interact as their characters with the GM for a short amount of time. At some point in the interaction the players will hit their limit of immersive role playing or the GM will have played out everything they had planned for the big speech and the GM will declare it is time for someone to roll an Insight or Persuasion check.
This mix takes the best of both worlds. Some immersive role playing is accomplished and players get to feel more connected to their characters and the world they inhabit, nobody has to strain their acting chops, and the dice roll adds in some objectivity combined with randomness to the final outcome.
To the GM, I would add that they should pay close attention during the initial role playing phase of the interaction. Did the player act appropriately for their character, did they do a good job of probing for information, did they act rashly, or did they stumble around trying to find the right questions to ask. Take their actions into consideration in determining the DC of their skill check and potentially add modifiers or ADV/DIS to their roll as appropriate.
For the purposes of this section, I will refer to magic and spells, but all these instances can refer to mental abilities or superpowers interchangeably as needed for your setting.
Spells are cast instantaneously, unless they are a ritual, and they are treated as ranged or melee attacks as appropriate for the spell (e.g., a fireball is ranged, and a chilling touch is melee). When a spell is cast, the caster rolls a d20+Casting skill bonus against the DC indicated in the spell listing plus or minus any adjustments or ADV/DIS as determined by the GM. On a success the spell effects are applied to the target, on a failure, the spell fizzles and the caster gains the fatigued condition for one round unless otherwise stated in the spell description. On a natural 20 or a natural 1, the critical effects portion of the spell listing takes effect as appropriate.
Different settings may have alternative ways of assigning spells that a caster knows or dictating how magic works, but in the base game anybody has the potential to learn magic and all spells that a caster learns are a specific formula unique to each caster and they must discover that formula for themselves. Reading a spell formula from a scroll or spell book does not grant the caster the ability to cast that spell at will afterwards. However, they can use that written copy of the spell to aid in the research of their version of the spell. Casters can only learn a spell if they first research the spell for at least one week and then successfully roll a d20+Create Magic skill check against the DC to successfully cast the spell. If they succeed, they learn the spell and can cast it at will, but if they fail they do not learn the spell and cannot attempt to learn it again for at least one week. If they have access to a written copy of a spell to aid in research, they reduce the DC by 2. If they have access to a teacher, they can reduce the time to research by a number of days determined by the GM. Both the written spell copy and the teaching bonuses can be applied at the same time. For example:
Scrolls/Spell books/etc.:
A caster can also create a scroll or other written form of a spell on a d20+Create Magic skill bonus against a DC10. That scroll or written form of the spell can then be cast by anyone, regardless of magical skill by using the command word written onto the scroll. All normal effects are in place for a successful or failed roll or for critical successes or failures.
Rituals:
Spells with a ritual signifier after the name require at least 3 participants to successfully cast. Only one of the participants needs to know the spell and is designated the lead caster, but all the participants must concentrate for the duration of the spell, and anybody disturbed during the ritual casting must make a Mental Fortitude skill check against a DC of 10+ (either the amount of damage taken, or an amount set by the GM for non-damage disturbances). If they fail, they lose concentration and they are no longer a participant in the ritual. If the number of participants drops below the minimum requirement for the ritual before completion, the ritual fizzles and all remaining participants gain the fatigued condition. Some especially powerful rituals may have additional participants or other requirements laid out in their listings. Once the casting duration is complete, the lead caster rolls a Cast Magic skill check against the spell DC adding a +2 bonus to their roll if they have additional participants above the minimum required. The spell listing for the ritual will outline what happens on a success, failure, or critical roll.
In addition to the number of participants requirements, particular rituals may describe additional items, places, or times necessary to successfully cast the ritual (e.g., Sally the Great wishes to cast the ritual to banish the evil god Morbus. This specific ritual, in addition to requiring three participants, also calls for the sacrifice of a specific follower of Morbus and be conducted in the Circle of the Three Stones at midnight).
GM Tips:
In modifying a DC for a spell success, the GM should consider the experience of the caster and any other mitigating factors of the situation. A few examples of all these considerations are:
A caster who has not cast a spell that round and is not engaged in melee, can attempt to counter a spell being cast by an opponent that they can see. Countering is an opposed roll between the two spell casters with each rolling a d20 + Counter Magic skill bonus. When a spell is countered it fizzles, but the caster does not gain fatigue since they are assumed to have cast it properly, but the effect was nullified by the counter. If the spell is not countered, the caster proceeds to cast the spell as normal (e.g., Fred's party is in combat with a group of goblins and their witch doctor. During the second round Fred declares that his character is going to move behind the line of fighters in the party and not make an attack. The witch doctor declares that it is going to cast a fireball spell. Since Fred has not cast a spell that round and is not in melee with another goblin, he decides to counter the witch doctor’s spell. Fred and the witch doctor both roll d20 and add their respective Counter Magic bonus to their rolls. If Fred rolls higher, the witch doctor's spell fizzles with no other effect, but if the witch doctor rolls higher, he can roll to hit as normal for the fireball spell).
Stat Block for a Spell:
Fireball
Sleep
Summon Demon (Ritual)
COMING SOON
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