Hexgrid rules

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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.

Hexgrid rulepic 1.png

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.