Tuesday, September 17, 2024

Elthos RPG Rules Key Mechanics


 Elthos RPG Key Mechanics

  • General Resolution Matrix (GRM): The GRM is the core mechanic of the Elthos RPG system, used to determine success or failure for all actions in the game, including combat, skill use, and mystic powers. It involves comparing an Attack Level (AL) or Skill Level (SL) against an Armor Class (AC) or Difficulty Level (DL). You always have a chance to succeed and a chance to fail, no matter the odds.

  • Chance to Succeed (CTS): The CTS is a numerical value on the GRM that represents the target number a player needs to roll or exceed on a single six-sided die (1d6) to succeed at an action. The CTS is calculated by adding the difference between the AC and AL (or DL and SL) to a fixed GRM Root value of 4. A roll of 1 is always considered a failure, even if the CTS is 1, and a roll of 6 is always a success.

  • Character Generation: Character generation involves several steps:

    • Selecting a Character Race: Each race has typical Level, Requisite minimums and maximums for Strength, Wisdom, and Dexterity, Movement Points, and special attributes.
    • Generating Character Requisites: Requisites, representing Strength, Wisdom, and Dexterity, are generated through Random Roll, Assignment, or Allocation, influencing a Character's abilities and potential.
    • Selecting an Adventure Class: Classes have specific Requisite requirements and influence the skills a character can learn.
    • Selecting a Character Level: Characters begin at 1st level (0 Experience Points) and advance through successful adventures, gaining new skills and abilities.
    • Rolling for Character Heritage: Heritage, determined by a 1d6 roll multiplied by 100, represents starting money and reflects a Character’s parent's social standing.
    • Learning Skills and Mystic Powers: Characters learn skills and mystic powers by spending Skill Learning Points (SLP) and Mystic Learning Points (MLP), which are awarded at each new level.
    • Selecting Character Armors: Armor provides an Armor Class Modifier (ACM) and may have a Dexterity Modifier (DXM), Damage Absorption (DAB), a Movement Modifier (MOV), and a cost.
    • Calculating Armor Class (AC): AC is calculated using the Total Armor Class Modifier, Total Armor's Dexterity Modifier, Modified Dexterity with Armor, and the Revised Dexterity Bonus.
    • Selecting Character Weapons: Weapons are categorized as Light, Medium, or Heavy, each with a Damage Bonus, Attack Level Modifier, and cost, influencing their effectiveness in combat.
    • Calculating Weapon Attack Levels: Weapon Attack Levels are calculated based on Character Level, Dexterity Bonus, the Weapon's Attack Level Modifier, and whether the weapon skill is considered Primary, Elective, or Unlearned for that Character.
    • Selecting Character Equipment.
    • Determining Character Life Points & Mystic Points: Life Points are based on Strength and Character Level, while Mystic Points depend on Wisdom and Character Level, both potentially modified by a Base Health Bonus at 1st level.
    • Determining Mystic Attack Level & Mystic Armor Class: Both Mystic Attack Level (MAL) and Mystic Armor Class (MAC) are calculated by adding the Character Level to the Wisdom Bonus.
    • Naming & Placing Characters: Players name their Characters and, in collaboration with the GM, develop a brief history and starting location within the game world.
  • Combat: Combat can be played Narratively or Tactically:

    • Narrative Combat: The GM describes the combat situation and environment, with players and enemies resolving actions using the GRM.
    • Tactical Combat: Utilizes Combat Maps to visualize character positions, ranges, and tactical options, requiring movement rules and more complex calculations.
    • Combat Experience: Awarded when an opponent or group of opponents is defeated. Experience Points are calculated based on the vanquished opponents' Levels divided by the victors' Levels, multiplied by an Experience Gain Multiplier (EGM), with each party member receiving an equal share.
  • Skills:

    • Skill Experience: Characters earn Experience Points (XP) for successful skill use, with the amount varying based on skill type (Primary, Elective, Unlearned) and Difficulty Level.
    • Primary Skill: Used at one Level above the current Character Level. They earn “Prime Experience” when used successfully.
    • Elective Skill: Start at Skill Level 2 and go up one Skill Level for every Level the Character advances.
    • Unlearned Skill: Always used at 1st Level.
    • Difficulty Level: The Difficulty Level for a skill is determined by its Difficulty Level Type, which can be Combat, GM Fiat, Helpers, Requisite Based, or Player Gambit.
  • Death & Damage:

    • Life Points (LP): Represent physical health; damage from attacks is deducted from LP. Falling to 0 or below LP results in incapacitation, with varying degrees of severity.
    • Mystic Points (MP): Represent mental and spiritual energy. Mystic attacks typically target MP, potentially leading to mental and magical impairment.
    • Recuperation: Both LP and MP regenerate at a rate of +10% per Character Level per night of sleep.
    • Channeling: Characters can transfer MP to LP (and vice-versa) at a rate of +1 LP per 3 MP (or +1 MP per 3 LP) in emergencies.
  • Mystic Powers:

    • Spells and Miracles: Mystic powers are categorized as Spells or Miracles, with each power having a Level that dictates its MP cost and learning requirements.
    • Mystic Combat: Uses MAL vs. MAC, with successful attacks usually inflicting Mystic Point damage.
    • Mystic Items: Mana Gems, Artifacts, and Relics are objects that hold and can enhance mystic power.
    • Mystic Power Crafting: GMs can create new Spells and Miracles by determining the values for Effect, Cast Time, Geometry, Duration, and Range.

Elthos RPG Comparison with other RPG Systems

Elthos RPG Comparison with other popular Tabletop RPG Systems in terms of rules efficiency

Core Mechanic:

Elthos uses a single d6 roll against a Chance to Succeed (CTS) for all actions. This is simpler than many other systems:

- D&D uses a d20 + modifiers vs. target number

- GURPS uses 3d6 roll under

- World of Darkness uses d10 dice pools

The Elthos system is quite efficient, as it uses a single die and a straightforward calculation.

Character Creation:

Elthos has a structured character creation process that's somewhat similar to other traditional RPGs. It's more detailed than some narrative-focused games (like FATE or Powered by the Apocalypse games) but less complex than systems like GURPS or Shadowrun.

Skills and Advancement:

The skill system in Elthos, with Primary, Elective, and Unlearned skills, offers a middle ground between very detailed skill systems (like GURPS or BRP) and broader approaches (like D&D 5e's proficiency system).

Combat:

Elthos offers both narrative and tactical combat options, which is a flexible approach. Many systems focus on one or the other. The combat system seems less complex than games like D&D or Pathfinder, which have many specific combat actions and rules.

Magic System:

The Mystic Powers system in Elthos appears to be more flexible and potentially simpler than the rigid spell lists in games like D&D. It's closer to systems like Mage: The Ascension or Ars Magica in its approach to magic creation.

Experience and Advancement:

Elthos uses a level-based system with experience points, similar to D&D, but with a more granular approach to skill improvement. This is more detailed than some systems but less complex than purely skill-based advancement systems.

Conclusion:

Overall, Elthos appears to strike a balance between simplicity and depth. It's more streamlined than highly complex systems like GURPS or Rolemaster, but offers more granularity than very rules-light systems like Lasers & Feelings or Risus.

The use of a single d6 for all rolls is particularly efficient, reducing the need for multiple dice types. The General Resolution Matrix (GRM) provides a consistent framework for resolving actions, which can help speed up play once players are familiar with it.

The system was designed to offer enough depth for satisfying character development and tactical play, while keeping the core mechanics relatively simple. This balance could make it more efficient than some popular systems, especially for groups that prefer a middle ground between narrative focus and detailed simulation.

 

Monday, September 16, 2024

My Version of "D&D's Unspoken Rules"

The Unspoken Rules of D&D

0. The Referee's Word is Law in the Game.

1. GM: RPGs are either shared stories about amazing heroes doing glorious deeds, or wargames in which bad luck can derail everything, and often does. It is statistically impossible for them to be both.

1a. GM: if playing Story Game then assume players have taken reasonable actions.
1b. GM: if playing Wargame then, Players, if you don't say it, it didn't happen and you didn't do it.

2. Players: Never split the party.

3. GM: The players will often break rule #2, unless you allow them to suffer the consequences.

4. Players: The statue is never just a statue.

5. GM: Avoid confronting characters with threats they cannot either defeat or avoid.

6. Players: "Are you sure you want to do that?" is code for "What you just said you are going to do, just might get your characters killed."

7. GM: Never plan to take the players’ freedom or stuff to support your plot.

8. GM: Better yet, don't have a plot, just have ideas of what could happen, and what the NPCs want to do, and let the chips fall where they may.

9. Players: If it was not previously written on your character sheet you do not possess it.

10. Players: Expect disaster and roll with the punches.

11. Players: The Dice Giveth & The Dice Taketh Away.

12. Players: The Party Will Be Misled and Deceived.

13. Players: Always watch your teammate’s back. Don't let anyone sneak up on them.

14. Anything said by the players in or out of character can and will be used.

15. Players: Thieves / Scouts should be in front leading the way.

16. A good Referee is not adversarial, a good Referee is impartial.

17. GM: All PCs should have a chance to shine.

18. Players: The golden rule is "Thou shalt not hog the spotlight."

19. Everything has consequences, somehow.

20. Players: Always as a priority, take out the opposing spell casters.

21. Players: Always check the bodies.

22. Players: There is no such thing as too much rope.

23. Timid players and over confident players are the two prime causes of TPKs; a party consisting of these two types will die.

24. Players: Missile weapon using characters should always have a melee weapon attack.

25. Players: Melee weapon characters should always have a missile weapon attack.

26. Players: Don't forget the options of negotiating, hiding, running, etc. Sometimes the one thing you don't want to do is fight.

27. Players: Pay close attention to descriptions.

28. Players: Make sure what you kill stays dead.

29. Players: Not all prisoners should be "rescued" and set free.

30. Players: Talk to NPCs to wheedle them for information and make useful friends.

31. Players: Don’t use offensive area of effect spells in close quarters.

32. Players: There is no such thing as an insignificant detail.

33. Players: Never push a button, pull a lever or its equivalent without knowing what it does.

34. Players: Never eat or drink something in a dungeon, unless you have first verified it is safe.

35. Players: Thou shalt not touch someone else’s dice without permission.

36. Players: Thou shalt not be a Rules Lawyer.

37. All player die rolls should be in the open.

38. Many, but not all, Referee die rolls should not be in the open if it will give players information that they have no way of knowing before they take the action.

39. In a face to face game, it is both expected and assumed that you bathe regularly.

40. Players: Unless you're actually IN a fishing village, any humanoid NPC found fishing is 99% likely to be something else in disguise, and often it will be a dragon.

41. Players: Nothing is ever THAT easy.

42. Players: Sea travel is never safe.

43. Players: The Referee runs the kind of game he would want to play in as a PC, and that's okay.

44. Players: Do not steal from or attack other PCs.

45. GM: Sometimes the monsters should be low on HP too.

46. Players: If you are playing in a home or anywhere snacks are brought and you are eating them, you should also be bringing them.

47. GM: Smart Play is inversely proportional to allowing PCs to suffer the consequences of Stupid Play.




Notes: 

The original list was gleaned from a Mewe post by Halenar Frosthelm Title: "From a thread (Oct 2022) over on my forum titled The Unspoken Rules of D&D".  All I did was fix a bit of logic, add a couple of nuances, and slightly organize it by pointing out who the rule is for.   Here for Players and GM's consideration alike.

Also, some people have questioned if this list is really specific to D&D, or RPGs in general.  That's a bit complicated to answer as RPGs really cover such a wide variety of games.  So I would say that this list is probably best suited for D&D and D&D-like games, Retro-Clones, and RPGs that are similar to D&D in design philosophy.