Hey folks, I just made a thing, and I really wanted to share it with you! It's a set of rules for a D&D like system. I made it up for use on a Discord server I run that does little adventures, inspired by the classic text-based games of the 80's, like Zork. I probably won't talk about it much here, but I was just really proud and wanted to share it. If you have any suggestions, I'd love to hear it! You can DM me your suggestions or reblog this post with them added on if you want!
Standard Effects and Items v.2
* Charisma: How likely you are to get through a situation by talking. Note that using Charisma is different from using a Convincing Spell. Charisma will not convince an enemy of a flat out of lie that they have evidence of. Each charisma point adds 1 to whatever you roll for charisma.
* Strength: How much damage you do (measured in HP).
* Defense: How much your opponents attack is reduced (measured in HP).
* Magic: How likely a spell is to work. Each magic point adds one point to your roll for a spell or enchantment.
* Magic: n/a (normal humans are incapable of magic)
* Inventory Size: 15 items
* Inventory Size: 15 items
-Roll = 6-10: ½ normal damage
-Roll = 11-17: Normal Damage
* Notes: This system is also used to determine how much a weapon with Healing heals a teammate
-Roll = 6-10: Partial Success (you might scrape by, but that's it)
-Roll > 11: Success (you convince your target and get what you desired)
* Gas Mask: Will stop any toxins in the air
* Wizards Robe: +1 magic (to wizards and demons)
* Boiler Suit: Resistance to afterburn
* Fancy Suit: +1 charisma
* Sling: +4 strength, adds 1 to whatever you roll for attack
* Gun: +9 strength, adds 2 to whatever you roll for attack
* Loaf of Bread: +5 HP (can be split up into 5 individual slices)
* Alcohol: +4 HP, -1 charisma
* Bottle of Water: +4 HP (can be used with a Healing enchantment to make Healing Potion)
* Healing Potion: +10 HP, +1 magic
* Convincing Spell: Convince an NPC that a flat-out lie is in fact true.
* Roll a Spell Casting roll to determine success.
* Telekinesis: Move objects with your mind. Not subject to a Spell Casting roll, however, the narrator is allowed to put a cap on how much you can lift.
* Fire Ball: Cast a ball of fire at your enemy, and deal afterburn damage.
* Base Damage: 10 HP (determine effectiveness via Attack roll).
* Afterburn: Will deal 1 HP of damage to victim each turn for 5 turns. Whether or not Afterburn comes into effect is determined by a Spell Casting roll.
* Water: Summon a bucket of water over someones head. If used on an enemy with fire capabilities, this will prevent them from using Afterburn. If used on a burning teammate, this will extinguish them. Effectiveness determined via Spell Casting roll.
* Notes: Fire Ball and Water can only be cast during battle. The Convincing Spell and Telekinesis may not be used in battle.
* Fire: If used on a weapon, the weapon now has a 1 in 3 chance of causing Afterburn to those struck by the weapon. Success of enchantment determined via Enchantment Roll.
* If used on a weapon, that weapon will now heal a teammate it is used on. The effectiveness of the healing is determined via an Attack roll. Base healing is 5 HP.
* If used on a bottle of water, the bottle of water will become a Healing Potion
* For both of these purposes, the success of the enchantment is determined via an Enchantment Roll.