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==The Basic System So Far== Your stats are divided into three main categories: #The Virtues of the Triforce (Power, Wisdom, and Courage), #Your character's basic Attributes (Physical, Mental, and Spiritual), #Your various skills (most of which are related to item classes -- bows, tools, heavy weapons, etc.). Conflict is resolved with a d6 roll & keep system, using linear comparison for opposed checks. This means that you roll X six-sided dice (where X = your ranks in the relevant Attribute + 1 for every odd-numbered rank in the relevant skill) and only use the Y highest dice from that roll (where Y = your ranks in the relevant Virtue + 1 for every even-numbered rank in the relevant skill). The abbreviated notation for this type of dice pool system is XkY. Linear comparison means that in the case of a contested roll (such as in combat) you compare your highest roll to your opponent's highest, your second highest to their second highest, and so forth. If one party in the contest has more kept dice than the opponent, the extra dice are simply treated as automatic successes. If the kept dice total for a roll would ever be greater than the number of dice rolled, move points from keep to roll until this is no longer the case. For example, if your pool for a check would be 2k3, you roll 3k2 instead. A pool of 2k4 becomes 3k3, 2k5 becomes 4k3, and so on. <br/>For those interested in examining the probabilities of various outcomes in this system, there's a spreadsheet in the [[Legend_of_Zelda_RPG#External_Links|External Links]] section. Unopposed rolls are compared to a fixed success threshold, with a certain number of successes required to accomplish the intended task. For example, if pushing a heavy block had a difficulty rating of 2(4), two rolls greater than or equal to 4 would be required. One would roll one's Physical and keep one's Power for this case. The number of successes required indicates the general magnitude of the task, and the success threshold indicates the relative level of difficulty within that degree of magnitude. See the [[Legend_of_Zelda_RPG#What_Do_The_Numbers_Mean.3F|end of the Stats section]] for further details on magnitude of difficulty. Unlike for opposed checks, there are no automatic successes in an unopposed check for having more kept dice -- each die must be compared to the success threshold. [[Legend_of_Zelda_RPG#Character_Advancement|Character Advancement]] is free-form, with XP investment improving skills and attributes. Virtues are extremely difficult to improve, and shouldn't change much over the course of a typical game. There are also a number of techniques available to choose from, each tied to a relevant skill, which give access to special attacks and abilities, such as Link's signature sword spin. Higher skill ranks are prerequisites for more advanced techniques, and some techniques may also require a certain score in a particular Virtue. The core races are Bokoblin, Bulblin, Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Korok, Miniblin, Moblin, Rito, Sheikah, Twili and Zora, with more under discussion (Subrosians, Tokay...). Races receive no bonuses to Virtues, save Hylians, who receive +1 to a virtue of their choice. Races other than Hylians receive various special abilities, but also suffer certain drawbacks, most commonly an increase in damage taken from certain sources, as detailed in the [[Legend_of_Zelda_RPG#Races|Races]] section. Each weapon has a specific increment of damage - i.e. a typical sword might deal 1/2 heart per increment, while an Iron Knuckle's axe would deal 1.5 hearts per increment. When attacking, the number of successes you achieve over the defender determines how many increments of damage you deal to them. Shields add to one's dice while defending, and Armour reduces the base damage increment of an enemy's attack. See the [[Legend_of_Zelda_RPG#Combat|Combat]] section for more details. ===Group Opposed Checks=== For cases such as area-effect attacks and spells that affect multiple targets, a special kind of check called a '''group opposed check''' is used. Its purpose is to streamline resolution of these cases by eliminating the need for linear comparison, which works fine for one-on-one contests but can be quite cumbersome when many contestants are involved. *The attacker first rolls an unopposed check against a success threshold of 4. Each defender then rolls an unopposed check with a success threshold equal to the number of successes scored by the attacker's check. The success threshold set by the attacker's number of successes can't be higher than 6; if the attacker scores more than 6 successes on his check, each success beyond the 6th instead gives a -0k1 penalty to the defenders' rolls. Unlike in a normal unopposed check, it is possible for a defender's dice in a group opposed check to be automatic successes; each kept die in a defender's pool beyond the number of dice in the attacker's kept pool counts as an automatic success for that defender, much like how unopposed dice in an opposed check are automatic successes. *Typically, a group opposed check has one or more scaling elements (usually damage or duration). In this case, each defender subtracts the number of successes they scored from the attacker's kept dice total to determine their '''degree of failure'''. Each defender then suffers effects proportional to their individual degree of failure, as described by the particular attack. **''Example #1:'' Gor Igneus the Goron pyromaster uses Din's Fire, which is an area-effect spell with a damage increment of 1 heart. He rolls 6k5 for this spell, rolling greater than or equal to 4 for three of his five kept dice (3 successes). Each creature in the area of effect then rolls their defense against a success threshold of 3, counting each kept die beyond the 5th as an automatic success. Since Gor Igneus kept 5 dice for the spell, the degree of failure for each defender is equal to 5 β the number of successes the defender scored. Each defender takes 1 heart of damage per degree of failure; for instance, a defender who had 2 dice greater than or equal to 3 would have 3 degrees of failure (5 - 2 = 3), and so would take 3 hearts of damage. **''Example #2:'' Impa the Shiekah uses an illusion spell with a duration dependent on a group opposed check to cloud the minds of her enemies and make her escape. She rolls 7k6, rolling at least 4 for four of the six dice (4 successes). Each target of the spell then makes their opposing roll against a success threshold of 4, counting each kept die beyond the 6th as an automatic success. Since Impa kept 6 dice for the spell, the degree of failure for each defender is equal to 6 β the number of successes the defender scored. The spell affects each defender for 1 round per degree of failure; for instance, a defender who had 2 dice greater than or equal to 4 would have 4 degrees of failure (6 - 2 = 4), and so would be affected for 4 rounds. *Some group opposed effects might not have scaling effects at all; in this case, defenders simply must make a certain number of successes (as defined by the effect description) in order to avoid the effect. **''Example #3:'' Saria the Kokiri musician plays the Sun Song to halt a horde of ReDeads in their tracks. She rolls 6k6 for the song's area-attack mode, rolling at least 4 for five of the six dice (5 successes). Each affected ReDead then makes their opposing roll against a success threshold of 5, counting each kept die beyond the 6th as an automatic success. The Sun Song's paralyzing effect is not scaling, so it doesn't matter how many dice Saria kept. Each ReDead that didn't make at least 3 successes is paralyzed for 2 rounds. ===Mass Categories=== Each character has a Mass attribute, determined by race and armour, and influenced by other items. Mass affects movement speed, sinking/swimming, use of hookshot, resistance to knockback, and so on. Mass 0 is as light as a feather, while Mass 6+ sinks like a stone. Negligible (0 Mass): -0k2 penalty to Physical|Power checks to lift or move heavy objects. Light (1-2 Mass): -0k1 penalty to Physical|Power checks to lift or move heavy objects. Medium (3-5 Mass): No special game effects. Heavy (6-8 Mass): +0k1 bonus to Physical|Power checks to lift or move heavy objects. Massive (9+ Mass): +0k2 bonus to Physical|Power checks to lift or move heavy objects. For forced movement effects, such as attacks with the Knockback quality (see the [[Legend_of_Zelda_RPG/GM_Resources#Effects|GM Resources]] section), the movement imposed is increased by 1 for each category lighter, or decreased by 1 for each category heavier, that the moved creature is compared to the one imposing the movement. For example, a Hylian using an attack with Knockback 1 would move another Hylian 1 space (since both are Medium weight), a Deku Scrub 2 spaces (since the Deku is one category lighter), and wouldn't budge a Goron (since the Goron is one category heavier). A Goron using this same attack on a Deku would move the Deku 3 spaces, since it's 2 categories lighter than the Goron. Mass of Player Characters normally only ranges from 2-7 without modifiers from equipment and/or magic. Otherwise, only monsters fit the Negligible or Massive categories. Additional Mass from armor does not increase your Mass Category, but your Mass Category is treated as 1 higher for the purposes of forced movement when wearing heavy armor.
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