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'Nightfall' basic rules framework (the least important content, meaningless, leave it alone!)

(The basic rules are completely unimportant! They have no impact on the entire story! Readers who have never been exposed to this type of game have no need to read on!)

The game rules of "Nightfall" are based on the original rules of table games such as dnd (Dungeons and Dragons) and PF (Pathfinder).

The following rules are simplified a lot for the convenience of viewing, and strict rules are not used. People who have been exposed to similar rules will probably know what they are like.

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System: d20 (20-sided dice)

Various actions that may fail require a check to determine success or failure.

If the result of the d20 dice, plus various bonuses, is greater than or equal to the difficulty level, the test is considered successful.

Under the 20-sided die system, each point of bonus affects the success rate by 5% (5 percentage points to be precise).

[General test rules]:

d20 key attribute modifier half character level

If you are proficient in the corresponding check, an additional 4 will be added - this may be because the character's extraordinary physique is better at resisting poison, the character is eloquent and good at persuading others, or knows how to use the weapon.

If the result is greater than or equal to the difficulty level, the test is successful, otherwise it fails.

D20 dice result - represents luck

Adjustment of key attributes - strength, agility, constitution, intelligence, perception, charm, 6 attribute strength, 10 is the level of ordinary people, and there is an adjustment value of 1 for every 2 points higher than 10.

Half the character level - experience

Proficient 4 - Better at this job

Advantages/Disadvantages: Under certain circumstances, the test may have advantages and disadvantages. If the test is superior, the higher value will be taken, and if the disadvantage is double dice, the lower result will be taken.

【3 major tests】

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[Hit Test] (Attack Test): A test that determines whether the attack hits or not.

·Melee weapon attack: d20 strength is adjusted by half the character level

·Remote weapon attack: D20 agility adjusts the character level by half

·Spell attack: d20 spellcasting attribute adjustment (such as animal husbandry perception/mage intelligence/poetic charm) half the character level

If the weapon used is proficient or magic attack, then 4 more

Ranged weapons with the [Throwing] characteristic can use Strength, and melee weapons with [Dexterity] can use Agility.

The result is greater than or equal to the defense level (ac), and the attack hits. An automatic hit of 20 is made and a critical hit (the damage roll is taken as full).

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[Saving Throw]: Divided into three types: will, reflection, and toughness. Used to resist magic, abnormal conditions, and various strange effects (i.e., death, immobilization, charm, dissociation, deformation).

Will save: d20 Wisdom adjustment half level against charm/fear/psychic blast, etc. Mage/priest/druid/paladin proficiency

Reflex saving throw: d20 Dexterity adjusted half level against explosion/dragon breath/entanglement, etc. Ranger/rogue/bard/monk/ranger proficiency

Fortitude saving throw: d20 Constitution adjustment level half against petrification/poison/instant death, etc. Warrior/barbarian/warlock/artificer proficiency

If the result is greater than or equal to the saving throw difficulty level (dc), save against the effect, negating or weakening the effect - such as resisting Charm Person through a strong mind (Will save).

A few spells may require a different attribute to be used for the check. For example, a Will save against a teleportation spell uses the Charisma attribute instead of the Wisdom attribute.

If you are proficient in the corresponding saving throw (shown as strong mental defense, amazing reaction speed, and tough body), then 4

For example, wizards/priests/druids, etc. have stronger will resistance, warriors, barbarians, etc. have stronger bodies, and rogues, etc. have faster reflexes.

The three feats [Iron Will], [Lightning Reflex], and [Fortitude Enhancement] can make you proficient in specific saving throws.

Certain professions (such as monks) will strengthen their saving throw abilities as they level up and learn specific profession expertise. For example, most advanced monks have very high saving throw bonuses! They can easily save themselves from various strange effects.

Spell's saving throw difficulty level = 10. Caster's key attributes are adjusted by half the caster's level.

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[Miscellaneous Tests]: Various other tests in the adventure

Including [initial attack], [focus] and various [skills]

(Whether detecting/concealing/dismantling traps is a skill that everyone can master is debatable)

Initiative check: d20 Dexterity adjustment level half determines the order of actions

Concentration check: d20 spellcasting attribute adjustment half the level determines whether you can maintain concentration on spells and other effects, non-spell concentration uses physical adjustment

Dispel check: d20, half of the spellcasting attribute adjustment level determines whether other magic effects can be successfully dispelled/countered by means such as [Dispel Magic], [Counter Spell], [Lesser Restoration], etc.

Skill check: d20 corresponds to half of the attribute adjustment level covering arcane knowledge, religious knowledge, disarming devices, negotiation, survival, movement, stealth, etc.

Other instructions for testing using specific attributes: d20 corresponds to an attribute adjustment level of half

If you are proficient in a specific skill (such as understanding more religious knowledge, or being good at negotiating with people), then 4

In addition to skills, gaining proficiency in other ability checks often relies on expertise. For example, [Proficient Initiative] makes you proficient in initiative, and [Combat Casting] makes you proficient in concentration, so 4.

Certain highly skilled professions (rogue, ranger, bard, artificer) allow you to specialize in specific miscellaneous checks, increasing the proficiency bonus on that check to 8

For example, rogues tend to be particularly good at dismantling traps and picking locks (the "Disarm" skill), while rangers are far better at surviving in the wild and tracking enemies (the "Survival" skill) than other classes.

【Operating combat and action system】

Action order: At the beginning of the battle, everyone must make an [Initiative Attack Check] and act in accordance with the order.

Initiative check: d20 Dexterity adjusted half level

[Action]: Each creature gains one [standard action], [secondary action], [movement action], and [reaction action] at the beginning of its turn.

The first three actions are performed within one's own turn, and the [reaction action] can be performed whenever the triggering conditions are met, even if it is not one's own turn.

[Standard Action]: The most routine and important action

Most spells' casting time/attack action (making a weapon attack)/feeding someone else a potion can be replaced by a movement or minor action.

[Secondary action]: Quick and simple action that does not take time

Instant spells/barbarians enter a rage/rangers mark prey with hunter's mark/command the deployment of undead/throw themselves to the ground/pick up items on the ground/drink potions themselves

[Movement Action]: Character’s movement

Normal movement (moves normally at one's own speed)/quick step (moves 5 feet without provoking attacks of opportunity)/gets up when down/mounts and dismounts

[Reaction Action]: Rapid response to events

A few quick-response defensive magics (such as [Featherfall], [Shield])/blocking moves/[Spell Counterattack] feat/attacks of opportunity (enemies within 5 feet seize the opening when casting spells or moving to attack)

),

Item interaction: When you use carried items as an action (such as attacking with a weapon, drinking a potion, using a magic item), the items are removed as part of that action.

Other item interactions may cost standard or minor actions depending on the situation.

Movement split: When actively moving within a round, you can perform standard actions/minor actions at any point in the middle of the movement.

【Attack and Damage】

Hit (resist defense level):

·Melee weapon attack: d20 strength is adjusted by half the character level

·Remote weapon attack: D20 agility adjusts the character level by half

·Magic attack: d20 spellcasting attribute adjustment (such as animal husbandry perception/mage intelligence/poetic charm) half the character level

If the weapon used is proficient or it is a magic attack, then 4 more (usually proficient)

Result = target defense level (ac), attack hit. 20 automatic hits and a critical hit (full damage die).

Defense level:

Basic defense level = 10, half the agility adjustment level

Wearing armor, natural armor, shield, magic protection, etc. can increase the defense level.

harm:

Weapon damage: weapon damage die (unarmed 1, dagger d4, battle ax longsword d8, greatsword and hammer d12) Strength adjustment value

Magic Damage: See specific spell description

【Combat Power System】

legal system

Spells: Level 1 of the official legal system masters 0-level tricks and 1-level spells

Afterwards, master the spells of one higher level at levels 3/5/7/9/11/13/15/17, until level 17 and ninth level.

Attribute improvement: Attributes can be upgraded once on 4/8/12/16/20

Feats: Gain one feat at 1st level and every even-numbered level (no feats are gained at 1st level in the part-time job)

You can choose the expertise of your own profession or the general expertise. By combining the expertise, you can show your unique spellcasting style.

War type:

Extra attack: War type (Warrior/Monk/Ranger/Paladin/Barbarian/Rogue) gains an additional number of attacks at level 5/9/13/17, greatly increasing their strength.

Attribute improvement: Attributes can be upgraded once at level 3/7/11/15/19

Feats: Gain one feat at 1st level and every even-numbered level (no feats are gained at 1st level in the part-time job)

You can choose the specialties of your own profession, or general specialties. By combining specialties, you can develop your own fighting style, from a paladin dedicated to strengthening his holy mount to a warrior who uses polearms to control the battlefield.

Characteristic professional abilities: Each occupation masters its own characteristic occupational abilities at level 1 and level 2. The characteristic occupational abilities of each occupation are very practical from low level to advanced level.


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