Ero sivun ”Hexgrid rules” versioiden välillä
(Ak: Uusi sivu: ==Rules== ''Stats''<br> - Stats are Might, Magic, Spirit, Health and Quickness<br> - Secondary stats are Perception, Luck, Charisma and Intelligence<br> - +3 hp per Health<br> - +...) |
(→Rules) |
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Rivi 50: | Rivi 50: | ||
''Casting''<br> | ''Casting''<br> | ||
− | - Spellcasting requires two empty hands or a staff. | + | - Spellcasting requires two empty hands or a magical staff. If you are carrying other stuff in your hands, you cannot use your movement for anything same turn you wish to cast. |
- Cannot cast spells while armored. | - Cannot cast spells while armored. |
Nykyinen versio 12. heinäkuuta 2015 kello 12.15
Rules
Stats
- Stats are Might, Magic, Spirit, Health and Quickness
- Secondary stats are Perception, Luck, Charisma and Intelligence
- +3 hp per Health
- +3 mana per Spirit
Experience
- A new character receives 10d4 experience
- Experience cannot be spent during an encounter
Hexgrid
- Hexes in the grid can be cleared, but no experience points are refunded for doing so.
- Some spells and feats take more than one hex of space. These are denominated by mention of Size N, where N is number of hexes it takes. Following picture shows acceptable arrangements of these hexes in relation to each other, you may rotate as you wish. Clearing a part of large feat from the grid removes other parts as well.
Encounter
- Highest Quickness goes first, roll for ties until there is order.
- All characters know the full initiative order.
- All characters on winning side are revived at full health and mana at the end of the encounter.
- Defeating all enemies might not end an encounter.
Defeat
- When your hitpoints reach 0, you are knocked out.
- If your hitpoints would go to less than 0, they remain at 0.
- Knocked out characters are removed from the encounter.
- Revived characters act on their own initiative.
- If the entire party is knocked out, the characters are penalised at the GM's discretion.
Cover
- A target behind anything is considered to be in cover.
- When rolling damage against a target in cover, the roll is at -1 penalty.
- Cover is checked by drawing a line between a corner of the targets square and a corner of your square.
Range
- Diagonal spaces are not considered for calculating range.
Casting
- Spellcasting requires two empty hands or a magical staff. If you are carrying other stuff in your hands, you cannot use your movement for anything same turn you wish to cast.
- Cannot cast spells while armored.
Math
- When rounding, always round down.