User:Piotrus/Sandbox/Dzikie Pola
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This page summarizies of game mechanic of the Dzikie Pola game. See Dzikie Pola (RPG) for a overall description of the system, and Polish-Lithuanian Commonwealth and related articles for the description of the historical settings. All information included with the permission of authors.
Note: I have put the translation on hiatus until I see if Riddle of Steel rulebook, inspired by DP, is good enough for my purpose.
[edit] Mechanic
Tests:
- d20 unique system (not d20 system!)
- character creations: no die rolls, based on spending of set number of points, see below for details
- character attributes+skills+d20 has to be greater then difficulty level, 1-automatic failure, 20-automatic success
- difficulty leveles (8-easiest, 32-most difficult, common steps of 4 but others possible). Decided either by GM or by attributes/skills of other characters.
Combat:
- easy combat: comparison of Initative+Combat Skill+d20
- advanced melee combat:
- Combat points: equal to used Combat Skill (examples: Szabla Combat Skill, Dagger Combat Skill, Club Combat Skill), respawn each round, each action costs some combat points. When combat points are down to 0, then the only action available is basic defense with -4 modifier. Once all combatants pass / are out of combat points, new round starts. Combat points may be depleted pernamently for a given combat to represent fatigue (optional rule: deduct one combat point each round).
- Initative: higher acts first, but opponent can declare responce and since some actions increase their initative, there is the possibility of changing the initative. Higher initative can strike and kill opponent before they can retaliate. Initative is determined from character attributes and is modified by weapon type, chosen combat actions and additional modifiers (like wounds or distractions).
- Attack, if opponent is immobile (not taking attacking you not taking a defensive action - block or move), will always hit - no need to roll anything. Attack may be tested for special/additional effects (for example, if trying to hit a non-standard location). Attack action cost combat points.
- Defence: requires a test (defending player rolls), cost combat points. There are two types of defence: block with a weapon or move (dodge). Advanced moves include combinations of those two. Defence with weapon is your combat skill+d20 vs difficulty level, where a difficulty level is determined by opponenbt combat skill. Defence with a movement is your initative+d20 vs as above. If roll is higher, then defence action was successful. If defending character has no combat points, then modifier -4 applies to the roll.
- Special case: defence through attack: if both playars are attacking and none is defending, then difficulty level is average (20) for both, and in this case the attacker must roll to hit. Note that a succesful hit may result in a wound and thus negative modifiers to the wounded character; those modifiers will apply immediately to all of his actions.
- Note: a defence that was missed by 1 means that the defender managed to slightly deflect the blow, usually into his limbs if it was aimed at body
- Different attack and defence actions have different combat points costs and modifiers (intative, damage, possible hit locations). Attack and defence actions are divided into cutting, thursting and crushing. Crushing weapons in basic rules are marginalized and have no actions other then a basic attack or defence (with no modifiers other then weapon modifiers). Sabres and rapiers have 4 basic attack and 4 basic defence actions each, then there are 18 other special moves and 10 secret moves (can be used only by characters who bought them during character creation step or from experience). Some are combined with map movement and have range requirements. Online expanded rules[1] have scores of additional combat moves for less common weapons and such. Of course, everything is in Polish :)
- Each subsequent attack by the same character lowers his initative by 1. Thus if both players are using the same weapon and attack move, a player with a higher initative may attack an opponent several times in a row before his initative goes down enough for the other to reply with a counterattack. Optional rule: after 2 or 3 consecutive attacks, each addtional attack cost an additional Combat point (this represents increasing fatigue of having to sustain an attack).
- Attack type determines (somewhat) the hit location, as some attacks have limits on which locations they may target. That aside, player declares which locations they want to hit. GM may demand an attack test in case of a specific, small area is targeted (an eye, an ear, etc.) and if the test fails, determins if what, if anything, was hit.
- Damage: d20 roll determines the extent of the wound, with 1-2 being a scratch, and 20 being instant death; there are no hitpoints, wounds are divided into several classes. Negative modifiers from 3+, conciousness tests from 11+, 20 (natural, unmodified, and not on limbs) -> death; other 20s or above are just terrible wounds. Add +3 if location is head, substract -3 if location is a limb. Attribute, skill, weapon and combat move modifiers apply.
- 3-6 -> light wound, -2 modifiers (skills, initatives). 5 light transform into 1 medium. Cure themselves in 3 days.
- 7-10 -> medium, -5 modifiers. 2 medium transform into 1 serious. In a week cure to light.
- 11-15 -> serious, -10 modifiers, -5 Body test to keep concious, need to test attack rolls, 2 transform into 1 terrible. In 2 weeks cure to medium.
- 16-19 -> terrible, unable to move, -10 Body test to keep concious, modifiers to other actions greater then -10 up to GM discrection. 3 terrible wounds mean death. In a week cure to serious.
- Armor basically substracts from the damage die roll. Some weapons and combat moves add to the damage die roll.
- list of combat moves
- basic
- saber/szabla:
- wrist twist: 1 combat point (CP), +3 to initative, -3 to damage roll, aims always at hand/arm. That's a quick slash using only wrist movement.
- core/forearm slash: 2 CP. That's a normal slash, using forearm movement,
- full/ar, slash: 3 CP, -3 to initative, +3 to damage roll. That's a powerful slash, but easy to counterattack.
- saber thrust: 2 CP, +2 to initative, +2 to damage roll for not very curved sabers only (hussar, hungarian, karabela). Oriental curved sabers are much less efficient (4, +1, +1).
- block: 1 CP - standard defence action
- deflect: 2 CP, -1 CP for opponent: more powerful defence action
- dodge: 2 CP, can be used to increase distance
- dodge with block: 3 CP, +2 to defence roll
- counterattack: can be used if the defender has a higher initative then attacker. Instead of declaring a defence action, a counterattack with any chosen attack action can be declared, and resolved (if there are no initative penalties) before attacker's attack. Attacker's has a choice to abandon his attack and make a defence action with -1 to roll penalty, or continue his attack. Damage is resolved first, so if counterattack deals damage, attacker may suffer negative penalties to his roll (or be dead).
- rapier
- saber/szabla:
- basic
to be translated
-
- advanced
to be translated
- unarmed combat
to be translated
- firearm combat
Attacker tests relevant skill (pistol, spear, etc.) then if succesfill rolls d20 to determine damage location (table, p.114). Difficulty is increased by cover, visibility, speed and other modifiers.
Variantions:
- aimed: +1 to hit, -20 to initative
- quick: -1 to hit, +1 to initative, can be used in close combat (3 CP)
- touch: +3 to initative, double damage, can be used in close combat (2 CP), special rules
1 on roll: bad things happen, roll again, consult table (p.115).
Reloading: 45-60 seconds, see rules (p.116)
[edit] Character creation
- Download English character sheet from here
- select character type, region (province), age. This will determine your starting points and skills. Next, you get some more points, amount of which depends on the age of your character, those should be used to customize the character.
- 6 main attributes: strenght, dexterity, wisdom, charisma (sarmatian fantasia), awarness, toughness (noble's head). Scale: 1-20. Starting: 4-7 to each depending on character type, +12 to 16 points to distribute freely (age dependent), additional points may be added from selected advantages
- secondary attributes:
- fortune: starting 7 points (+1-2 if charisma is high). Can be tested normally as luck, or spent (to adjust any roll by 1, to reroll, to get 1 Combat Point). Points are awarded by GM for good role playing.
- initative: dexterity + awarness / 2, rounded up
- hit (melee weapons damage modifier): -2 if strenght <4, -1 if <7, +1 if >14, +2 if >17
- thickness (damage resistance modifier): as above, depending on toughness
- skills
- many different. Scale: 1-20 Starting: 0-10 depending on character type, +12 to 20 points to distribute freely (age dependent), additional points as above.
- Combat skills: new can be bought for 5 points on level 5, any increase by 1 costs 2 points. 0 equals 4 points if forced to use improvised weapons.
- Normal skills: are connected with attribute and will be added to half attribute. New can be bought for 3 points on level 3, any increase by 1 cost 1 point.
While many of advantages and disadvantages are common and self-explanatory, Dzikie Pola has some rather unique ones:
- disadvantages
- Cham (peasant) +2: charisma -3
- Słaby łeb (can't hold liquor) +4
- Innowierca (different faith then catholic): +1 (+2 if arianin)
- Banita (sentenced to exile) +4
- Fałszywy szlachcic (false noble) +5, lower noble character skills, additional peasant skills, can be imprisoned or killed if discovered
- Infamis (sentenced to infamy) +6
- Nowy szlachcic (newly ennobled) +5 (-5 to charisma if discovered)
- advantages
- Gniazdo rodowe (numerous family in one location) (-3), 3+1d10 average combat-able allies there
- Urzędnik (official title) - 1 - 4, depending on rank type (charisma and bragging bonuses)
- Other cool stuff:
- List of Polish coat of arms! Family name, history, location...
- Faith type and level (1-6, 1 is a disadvantage)
- Wealth level (1-6, starting 1 unless advantages bought)
- Belief in magic (1-6)
- Courage (1-6, 6 is an advantage)
- Friendliness (1-6)
- Honor (1-6)
- Lawfulness (1-6)