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H.E.

D RPG
Welcome to H.E.D. the rules lite RPG. Each player will need a piece of paper, a pen/pencil and a dice cube of 36 dice (the type you get in a FLGS) this can be instead tracked on paper as a 36/36 if dice are unavailable. This game assumes some level of previous RPG play, although not necessary, some areas of play may not be explained in detail.

Character creation.
First name your character. Then write dwarf, elf, human. These are the games 3 primary attributes, and they show how dwarfy, elfy and humany you character is. They are broad generalisations of certain attributes, skills and proficiency at certain tasks. They are used by GMs depending on the task they are asking you to roll against. Human: intelligence, magic, magic in combat, trading, reading, medicine Dwarf: strength, fighting close combat, blacksmithing, drinking etc.. Elf: agility, vision, hearing, stealth, ranged combat At character creation you put 10 points split between them, the maximum being 5 and minimum being 1. Then based on those stats generate.. Health, multiply your dwarf by 20 Wealth, multiply your human by 100 (also if you dont have enough dice now write 36/36)

THE GAME
The game is simple, the GM will guide the party and set tasks for the group, the group themselves will also raise tasks anything the GM decides needs a skill test to pass will be rolled for. The 36 dice in front of the player these are the characters energy. These are reduced by the player choosing a number of dice to perform a task or fight in combat. The GM will choose a task, say what attribute is being tested and how many successes are required to pass the test. The player can choose to roll dice upto 2x the attribute that is tested for the task. A dice is classed as a success if it roll equal to or under the number of the attribute. EG. A player wants to kick down the door out of a burning tavern, the GM decides this will be a test of his dwarfyness and as the door is locked, but on fire will require 3 successes.

The Player has a dwarf attribute level of 4, so can roll upto 8 dice, with targets of 4 or less. Not wanting to risk failing and getting trapped in the building the player decides to roll 6 of the dice from his pool, he rolls 1,1,3,4,5,5 totalling 4 successes (the two 5s were over his dwarf att) which means he succeeds at kicking down the door! After a task is resolved all dice rolled are discarded, as the player has expended that much energy attempting/performing the action. (players always have 1 dice, only discard down to 1) Tasks max = double number of HED Skills bonus success(s) (you need at least 1) Skills upto level 3 must be specific Some tasks may create a challenge that is impossible for a player EG. a frail wizard was attempting the same task, with Dwf:1, he would only be allowed to use 2 dice from his pool this would be an auto fail for him, ofc it is in RP interest and mechanical interest you find a way around this, maybe use magic to turn the door into water? etc.. see later magic section. There is also a system that can be used called fluke see later fluke section.

Skilled +1 success Expert +2 success Master +3 success Most people have 1 2 things they are skilled at, to be an expert your character would have dedicated years to training/experience and to be a master would be something passed down for generations and be key if not the core of your character. There are 3 levels of skill. Skilled, expert and master When set a skill by a GM, if you can relate a skill ask the GM if they approve, if so you gain a number of bonus successes, as long as you gain at least 1 normal success. The skills should flesh out your character they are entirely optional however they do provide a small mechanical bonus. Player characters may also have certain skills that they can apply to tasks the GM sets. These can range from juggling or jewel crafting to blacksmithing and mining.

Skills

Magic is simple! If you can describe the spell you can cast it.. The difficulty however that is set by the GM

To regain their energy (and lost dice) players may rest To rest the GM chooses a level of rest from 1-5 1 = a 5 min nap under a tree 5 = a good meal and night in a secure inn. All players roll ALL their spent dice and each that rolls equal or under the rest level is restored back as energy EG. night in barracks rest:4, player rolls 133456 the 1,3,3,4 are restored as energy. The 5,6 are still kept as discarded. Is purely cosmetic, there are no stats etc.. However there may be special effects, or magic but those are at GM discretion (such as boots of water walking etc..) If a character is in a situation where they only have 1 dice (or choose to only use one) usually them being exhausted or without a clue how to perform a task If they roll their exact attribute level, they may roll another dice, and repeat this until they roll a number other than the att no.

Magic

Fluke

Gear

Rest

Enemies are built exactly as players are, but their total attributes, life totals and dice pools are set by the GM EG. goblins D2 E2 H1, 15hp, 4dice Elder Dragon D5 E4 H4, 170HP, 25dice (regens 4 dice after each turn) Healing is done by magic users the same as combat above. Combat is performed by 3 actions. 1. Roll as many dice as you like a task (still following the 2x rule) 2. Re-roll all those successes again and total up how much damage you did 3. Describe what awesome combat thing you character did ^_^ When combat is declared everyone rolls a number of dice equal to their elf score (these dice are not discarded) including enemies. Then in order highest to lowest create an initiative list, this is the order of combat. Combat is also quite simple, close quarters combat uses dwarf, ranged weapon combat uses elf and magical combat uses human.

Combat

H.E.D. RPG

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