Icosahedron:Main Page

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Contents

Introduction

Icosahedron is the (temporary) name for a d20-based gaming system, inspired by and drawing heavily from Dungeons & Dragons. The intent of project is to develop a rules-light, internally consistent system that can easily picked up by both experienced players of D&D as well as novice gamers.

Character Creation

Attributes

Standard six D&D attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), 4d6 drop lowest or point-buy generation, using the standard d20 score-to-bonus(or penalty) mapping.

3-4 -3

5-6 -2

7-8 -1

9-12

13-14 +1

15-16 +2

17-18 +3

Strength

Dexterity

Constitution

Intelligence

Intelligence measures a character's ability to learn by rote, and to recall information.

Wisdom

Wisdom measures the ability to make inferences, to predict consequences of actions based on past experiences. Wisdom is the key attribute for the Awareness skill, which is used in tests of Initiative, Perception, and Stealth.

Charisma

Charisma is a measure of a character's force of personality. Charisma is the key attribute for the Diplomacy skill, which is used when attempting to influence another's opinions, beliefs, or desires.

Races

Human

(+1 to any Attribute, -1 to any Attribute)

Dwarf

(+2 CON, -1 CHR, -1 WIS)

Elf

(+1 DEX, +1 CHR, -2 CON)

Gnome

(+1 INT, +1 WIS, -2 STR)

Orc

(+2 STR, -1 CHR, -1 INT)

Classes

These are pared down to roles in the classic adventuring party / facets of the game system. At first level in a class, you get to pick one skill (of two available for your class) that your character is Trained in. Each class also has a list of Talents, of which the player can pick one per level. We have:

Fighter

(Trained in either Athletics or Endurance)

Armor Restrictions: None

Sample Talents:

  • Whirlwind Attack! - If you reduce your target to zero hitpoints with a melee attack, you may immediately make another attack on any target in melee range.
  • Weapon Mastery - Select a specific weapon type (Swords, Bows, etc.) When attacking with that weapon, you gain a +1 to hit and +2 to damage.

Thief

(Trained in either Larceny or Diplomacy)

Armor Restrictions: May not use class Talents while wearing Medium or Heavy Armor

Sample Talents:

  • Backstab! - You inflict double-damage against flat-footed or suprised targets

Cleric

(Trained in either Arcana or Awareness)

Armor Restrictions: May not use class Talents while wearing Heavy Armor

Sample Talents:

  • Level 1 Cleric Spells - You may memorize and cast a number of 1st-level spells equal to your Wisdom bonus. This Talent may be taken multiple times.

Mage

(Trained in either Arcana or Awareness)

Armor Restrictions: May not use class Talents while wearing Armor

Sample Talents:

  • Level 1 Mage Spells - You may memorize and cast a number of 1st-level spells equal to your Intelligence bonus. This Talent may be taken multiple times.

Advanced Classes

When a becomes 3rd level, you may choose to take a level in an Advanced Class.

Paladin

Must have at least 1 level in each of the Fighter and Cleric classes. Armor Restrictions: None

Barbarian

Must have at least 1 level in each of the Fighter and Thief classes. Armor Restrictions: May not use class Talents while wearing Heavy Armor

Ranger

Must have at least 1 level in each of the Fighter and Mage classes. Armor Restrictions: May not use class Talents while wearing Medium or Heavy Armor

Sorcerer

Must have at least 1 level in each of the Mage and Cleric classes. Armor Restrictions: May not use class Talents while wearing Armor

Druid

Must have at least 1 level in each of the Thief and Cleric classes. Armor Restrictions: May not use class Talents while wearing Heavy Armor

Bard

Must have at least 1 level in each of the Mage and Thief classes. Armor Restrictions: May not use class Talents while wearing Medium or Heavy Armor

Skills

Characters pick a trained skill at level 1 from the two offered by their class. All characters gain a second trained skill at level 4, which they may choose from any of the skills offered by any class they have levels in.

Arcana (INT: Lore, Sense Magic, Cantrip [trained only])

Athletics (STR: Climb, Jump, Feat of Strength [trained only])

Diplomacy (CHR: Persuade, Deceive, Coerce [trained only])

Awareness (WIS: Initiative, Perception, Stealth [trained only])

Endurance (CON: Run, Swim, Second Wind [trained only])

Larceny (DEX: Open Locks, Sleight of Hand, Use/Disable Device [trained only])

Combat

Defenses

Reflexes: level + DEX + INT

Fortitude: level + CON + STR

Willpower: level + WIS + CHR

Taking Damage

Wounded: If you take damage equal or greater to your fortitude score in a single combat round, you are considered Wounded. While wounded, you are -1 to all die rolls and Movement. Wounded condition lasts until you are fully healed.

Healing

Equipment

Armor

Here's a deviation from the standard formulas. I wanted to get away from armor-check-penalties and max-dex-bonuses, so I decided to separate Armor from the Reflex defense entirely. Instead, Armor grants a flat DR value when worn, and is restricted based on class. Also note that classes aren't banned from using armor, they just can't use their classes' Talents while wearing restricted armor.

Light (+1 DR), Medium (+2 DR), Heavy (+3 DR), Shield (+1 DR)

Weapons

I'm not particularly interested in statting up the million-and-one weapons available in the fantasy roleplaying milleu. Instead, each class does a set amount of damage with whatever one-handed weapon they wield:

  • Fighter: 1d10
  • Mage: 1d4
  • Thief: 1d8
  • Cleric: 1d6

Characters wielding a two-handed weapon (or a one-handed weapon with two hands) add +2 to their damage roll.

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