Exploration
1.6 Encounters
Roleplay
1 Core Rules
├── 1.1 Playing the Game
├── 1.2 Resolution
├── 1.3 Checks
│ ├── Skill Checks
│ ├── Difficulty
│ ├── Degrees of Success
│ ├── Opposed Checks
│ └── Rerolls
├── 1.4 Time
│ ├── Narrative Time
│ ├── Encounter Time
│ ├── Exploration Time
│ └── Downtime
├── 1.5 Exploration
├── 1.6 Encounters
├── 1.7 Social Interaction
├── 1.8 Travel
├── 1.9 Downtime
└── 1.10 Conditions
Resolution
Encounters
Exploration
Travel
Roleplay
Downtime
Condition
Making Checks
Check = d20 + Attribute + General Skill + relevant Expertise
For example:
- Scan Surroundings = d20 + 3(Awareness) + 2(Perception Rank)
- Pickpocket Someone = d20 + 3(Precision) + 2(Sleight of Hand Rank)
- Recall History of a weapon = d20 + 2(Intelligence) + 4(History Rank) + 2(Smithing Rank)
Making Saving Throws
Saving Throw = d20 + Attribute + Saving Throw Rank
For example:
- Agility Saving Throw = d20 + 3(Agility) + 2(Agility Saving Throw Rank)
Making Attacks
Making Attack Roll
Weapon Attack Roll = d20 + Strength / Precision + Martial Rank
Spell Attack Roll = d20 + Sorcery + Spellcasting Skill Rank
For example:
- Hitting with Mace = d20 + 3(Strength) + 2(Martial Rank)
- Stabbing with a Dagger = d20 + 2(Precision) + 4(Martial Rank)
- Casting Fire Bolt = d20 + 3(Sorcery) + 2(Spellcasting Skill Rank)
Critical Hit
You score a Critical Hit:
- When you Attack Roll is 10 higher than the Armour Class / Evasion Class.
- You roll Natural 20 and hit the target.
Damage Roll
Weapon Damage = Weapon’s Damage Die + Strength / Precision / Weapon’s Damage Type
Spell Damage = Spell’s Damage Die / Spell’s Damage Type
For example:
- Damage with Mace = 1d8 + 3(Strength) Bludgeoning Damage
- Stabbing with a Dagger = 1d4 + 2(Precision) Piercing Damage
- Casting Fire Bolt = 3d4 Fire Damage
Damage Roll with Critical Hit
Normal Damage Roll + maximum from the Damage Dice.
For example:
- Critical Hit with Mace = 1d8 + 3(Strength) + 8(1d8 Maxed) Bludgeoning Damage
- Critical Hit with a Dagger = 1d4 + 2(Precision) + 4(1d4 Maxed) Piercing Damage
- Critical Hit Fire Bolt = 3d4 + 12(3d4 Maxed) Fire Damage
Resting
Short Rest
During a Short Rest, you regain:
- Hit Points equal to your Constitution.
- Stamina Points equal to your Constitution.
- Mana equal to your Sorcery.
- Any additional resources specified by your Talents.
Long Rest
- The first 7 hours of a Long Rest grant each Short Rest benefits.
- The 8th hour grants additional Long Rest benefits.
- Regain half of your Hit Dice
- Your Talents determine which resources are fully restored.
- You must sleep for at least 6 of the 8 hours to gain Long Rest benefits.