D20 System
The d20 system is a system of Roleplay published under free ludic License by Wizards off the Coast. It is about the system of Dungeons & Dragons 3rd ED.
For the fantastic medieval universes , the system is described besides in the Manuel of the players of Dungeons & Dragons 3rd ED, only book in which it appears officially. Mongoose Publishing published it in a way reformulated and more compact in its plays, under the term OGL System. For the contemporary universes and of Science fiction, the system is described in the book D20 Modern .
Classify of character and level
The class of character represents the principal activity of the character, his initial training, its trade, its possibilities of having access to particular capacities like the psychic magic or capacities.
The adventures which the character saw make it possible him to accumulate of the experiment, of the power; in term of play, it gains points of experiment . When the number of points of experiment reaches a certain threshold, the character reaches a stage in his progression which enables him to develop, to improve his know-how, to increase his power; in term of play, this is measured by the level . A character beginning is of level 1; the most powerful characters can hope to reach level 20, it exists only one handle of characters of level 20 in a world, they are powerful lords, kings, large magicians or priests, specialists world.
The fact of going up of a level allows the characters:
- to increase its points of life (see below Health and damage );
- to increase its competences (see below Resolution of the actions );
- to acquire talents ;
- for the characters having of the psychic capacities, to acquire the new ones or to increase their power;
- for the characters launching of the fates, to learn from new leaves and to increase their power;
- for the servants of the gods, to have access to the new ones leaves and to increase their power.
The character can change class to each level (multiclassage). One then distinguishes the level from each class, which represents the experience accumulated in each field, of the level of the character, who represents his total power (it is the sum of the levels cumulated for each class). Certain rules refer to the level of the character, whereas others refer to the level of a given class.
Health and damage
The health condition of a character is represented by the characteristic points of life ( hit points ). The points of life evolve/move with the level of the character: to each passage of level, the player throws a die (which varies according to the class of the character) and adds the value of this die to the points of life .
When a character undergoes damage mortals ( lethal rammings ), he deduces this damage from his points points of life . If it undergoes damage temporary (reversible, non-fatal, not-lethal rammings ), these points are cumulated. There are then four cases of figure:
- points of life > cumulated temporary damage: the character acts normally;
- cumulated temporary damage ≥ points of life ≥ 0 - or - points of life = 0: the character is sounded and limited in action (in particular, it has nothing any more but one action per turn instead of two); the non-fatal damage becomes damage mortals;
- 0 > points of life > -10: the character is dying, it is unconscious and loses a not life by turn except if it makes a success of a jet of strength (see low);
- -10 ≥ points of life : the character died.
The temporary points of damage regress at a rate of one per level per hour of rest. points of life lost go up by cure, is cure natural spontaneous (one per day without care if the points of life are positive), is by magic or medical care.
If the character is dying and that it makes a success of his jet of strength, it can be stabilized (the hemorrhage of points of life stops) and start to cure.
Resolution of the actions
When the result of an action is random, the leader of play allots a degree of difficulty DD to him ( difficulty class , cd.), which goes from 0 (elementary) to 40 (superhuman), 10 being an average difficulty. The action succeeds if
- 1d20 + row of competence + modifying ≥ FD
When two characters are opposed, each one made a jet, adds its modifiers, and it is the highest result which carries it.
This principle is declined in all the play, and in particular with regard to the passive resistance or instinctive to the aggressions and the combat.
When the character undergoes an physical aggression or mental, it announces a jet of safeguard ( save ) how its body or its spirit resists. It is quite simply about a jet
- 1d20 + no-claims bonus of resistance ≥ FD
- strength ( fortitude ): to resist the diseases, the poisons, the traumatic shocks;
- reflexes: to dodge the attack by instinct;
- will ( will ): to resist mentally.
With regard to the combat, the basic difficulty to touch a character is his class of armor CA ( armor class AC) increased by ten, 10+CA.
D20 Modern
Note: the system was not translated from English, the translations suggested are thus there only to clarify the concepts and can differ from an official translation to come.
The system of d20 Modern is very similar to the d20 System . The two great differences are:
- classes of characters: there exist only six classes
- the fort ( strong hero );
- the malignant one ( smart hero );
- the seducer ( charismatic hero );
- it fast ( fast hero );
- resisting it ( tough hero );
- the volunteer ( dedicated hero );
- the material, environment.
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