Caves and Creatures is still a HUGE wip. But, I’m gonna throw some of my notes here for y’all to look through if you feel like it.
NOTHING ON THIS PAGE IS FINALISED, AND IT COULD CHANGE COMPLETELY.
Uses a 5-star skill system. + a 6th MAXed skill, which can be earned through grand deeds (eg, you’re blessed with magic healing powers by the gods? You don’t need to roll to heal you just succeed)
You roll a d6, and you’re aiming to roll your skill level or lower. If you are level 3, you want to roll 1-3. A 6 is an instant fumble unless you’ve got a maxed out skill.
MAYBE REMOVE INSTANT FUMBLE— INSTEAD, YOU HAVE TO ROLL +1.
Level 0 and 1 can ONLY succeed on a 1
Level 2 can roll up to a 2
Level 4 up to a 4
And level 5 can roll up to a 5
Level 6s will succeed on any roll, unless there is a negative buff.
You can aid your companions by adding half your star level onto theirs BEFORE rolling (the exception being if they roll a 6; in which case its still a fumble). So if you are are both level 2s and you combine, you can roll as high as a 3. This uses energy of the companion, though.
If someone has a degree in medicine, they can pick say, general or specific. If you choose species-specific medicine, you get a roll bonus on that particular species, if you have to heal another species, you get a negative buff. If you choose general, you don’t get bonuses or negatives, and roll neutral.
Easier tasks may apply bonuses, and harder tasks may apply negatives. EG. Climbing over a weight-height fence will be easier, and probably give a +1 bonus so you’re less likely to fail, but climbing a cliff will be harder and give you a negative bonus.
You can pick as many traits as you want to start with, but you get a limited amount of EXP to apply to them. Each star in that skill costs EXP with a pretty big curve (star 1 costs 5 exp, star 2 costs 50, star 3 costs 500, etc) and you start with a certain amount of EXP to share between your stats (which, you can half-level a stat if you want to start half-levelled)
You can gain more stars by simply playing the game. If you practice fighting, you get EXP for your fighting level. Even if you fail something, you get +exp, by rolling a d6 and gaining what you roll.
Having no skill in something is NOT an instant fail. You roll as if you were 1 star, and if you succeed you add it to your list of skills.
1 Star: 5 exp OR 1st successful roll.
2 Stars: 50 exp
3 Stars: 500 exp
4 Stars: 5,000 exp
5 Stars: 50,000 exp
Maxed Skill: Not Level Based
When you gain EXP, you roll however many stars you have on that skill to gain that EXP.
1 star = 1 d6
2 stars = 2 d6
3 stars = 3 d6
Negative bonuses give you +1d6 per negative, and positive bonuses don’t change the EXP given.
DM can give bonus EXP for battles & for good achievements.
MOST PLAYERS START BETWEEN LEVELS 5-10
Roll 1 attack dice per star skill level.
Multiply your roll every 10 levels. If you start the game below level 10, it’s still x1.
1-9 = x1
10-19 = x1
20-29 = x2
30-39 = x3
Levelling up is 100exp multiplied by +1 every 10 levels.
So levels 1-9 = 100 x1
10-19 = 100 x1
20-29 = 100 x2
30-39 = 100 x3
FBR start with 5. Every 10 levels you gain +1
So 1-9 = 5
10-19 = 6
20-29 = 7
Armour subtracts dice rolls.
So someone with +3 armour has to be hit with a +4 attack (which deals 1 damage) or they take no damage at all.
1 player level = +5 HP
So gaining exp on things you have maxed out is still a good idea, as it levels your character.
failures before rests is referred to as FBR
History/religion/species/etc knowledge gets boosts for any your character has prior knowledge with. EG. Har’pies roll bonuses for info on Har’py religion.