Tutorial: Basic Gameplay Mechanic: d20
Apr. 20th, 2015 07:42 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Welcome, intrepid adventurer, to the world of D&D!
In this realm restrained only by your imagination, you will embark on grand quests to, well, do anything really. From saving the world, to finding lost artefacts, to baking an apple pie - the choice is yours to make. You may traverse the world, through quiet wildernesses and dankmemes dungeons, quaint towns and populous cities. You may find an assortment familiars and create a system where you battle them against each other and win shiny badges. You may even find bespectacled questgivers from time to time. Who knows? With nearly infinite control, this story is yours to make.
Hosted by yours truly, the game features a simple mechanic - the d20. The success of your decisions will be influenced by the Holy RNGesus, all hail:
D20 CORE MECHANIC: Roll a d20. Add all relevant modifiers. The DM will compare the total to a target number, depending on the context.
A 20 is a critical hit* - convincing the goblin guard that you were his high school buddy, even though you were clearly human; falling backwards while ice-skating only to do a flip mid-air and land upright; collecting that ultra-rare Bibliophile card in a game of Colours.
*(provided the final total exceeds the target number. These can go above 20!)
A 1 is a critical fail# - falling flat on your face while trying to escape; falling backwards only to crash through the ice into the shark-infested depths below; accidentally deleting your DW account when you meant to delete a post.
#(provided your modifiers didn't save you. Then too bad.)
Don't worry about what you can and cannot do, or how it is calculated. That's what your Dungeon Master's for. Want to space out and contemplate your finite existence? Go ahead. Want to make a bad pun to irk the Mayor of Fallcrest? By all means. Just do anything except list out the DM's waifus for no apparent reason.
In the next post, we will discuss what players spend 80% of their RPG game time on - Creating-A-Warrior.
In this realm restrained only by your imagination, you will embark on grand quests to, well, do anything really. From saving the world, to finding lost artefacts, to baking an apple pie - the choice is yours to make. You may traverse the world, through quiet wildernesses and dank
Hosted by yours truly, the game features a simple mechanic - the d20. The success of your decisions will be influenced by the Holy RNGesus, all hail:
D20 CORE MECHANIC: Roll a d20. Add all relevant modifiers. The DM will compare the total to a target number, depending on the context.
A 20 is a critical hit* - convincing the goblin guard that you were his high school buddy, even though you were clearly human; falling backwards while ice-skating only to do a flip mid-air and land upright; collecting that ultra-rare Bibliophile card in a game of Colours.
*(provided the final total exceeds the target number. These can go above 20!)
A 1 is a critical fail# - falling flat on your face while trying to escape; falling backwards only to crash through the ice into the shark-infested depths below; accidentally deleting your DW account when you meant to delete a post.
#(provided your modifiers didn't save you. Then too bad.)
Don't worry about what you can and cannot do, or how it is calculated. That's what your Dungeon Master's for. Want to space out and contemplate your finite existence? Go ahead. Want to make a bad pun to irk the Mayor of Fallcrest? By all means. Just do anything except list out the DM's waifus for no apparent reason.
In the next post, we will discuss what players spend 80% of their RPG game time on - Creating-A-Warrior.