Glossary
Here are a list of all the terms I use on my sessions and around this website. Basically the rules I use to run the game by myself.
The system I made is based from a TTRPG system called ICRPG (Index Card RPG). The following are some terms from the original system with some additional rules I made (PP, Physical and Special attempts and stuff).
Rules and Terms
Attempt
An attempt is a way to meassure how much progress a character does given a specific task in one round. Similar to a Check, the character uses one of their stats and rolls (1d20 + the stat's modifier) against the task's difficulty number. If the character succeeds then they roll effort (Basic, Weapon or Magic) and meassure how much progress they did on that task.
In this system in particular there are "Physical" and "Special" attempts. Physical attempts are attempts where the character can choose between Strength or Dexterity to make the roll. Special attempts are attempts where the character can choose between Intelligence, Wisdom and Charisma to make the roll.
Basic Effort
Progress done in a task, like doing damage to an enemy or crafting an item. Basic Effort in specific is progress done without using tools or special abilities. How much progress is done is equal to 1d4 + the character's Basic Effort modifier.
Check
A check is like a test. When a character encounters an obstacle they can roll a check with one of their 6 stats to try to overcome it. They roll 1d20 + the stat used, if the number rolled is equal or higher than the task's difficulty number then the character succeeds.
In this system in particular there are "Physical" and "Special" checks. Physical checks are checks where the character can choose between Strength or Dexterity to make the roll. Special attempts are checks where the character can choose between Intelligence, Wisdom and Charisma to make the roll.
Heart
Equivalent to 10 HP. Every task, or enemy's health is meassured with a number of hearts. Regular enemies tend to have 1 heart and important characters usually have 2 or more hearts.
Magic Effort
Progress done in a task, like doing damage to an enemy or crafting an item. Magic Effort in specific is progress done using special abilites. How much progress is done is equal to 1d8 + the character's Magic Effort modifier.
PP
PP works differently than in the games, here every pokemon has a shared amount of PP for all their moves.
Round
At the start of a session every main character rolls 1d20 to determine the round order. Additionally the "Environment" also rolls to see in which turn does enemies or NPCs act.
Every round has a duration, the idea is that if a character fails a task they can try again next round, but lose time. The amount of time a round lasts varies depending on a situation. In combat a round can last 6 seconds, but during travel a round can last 2 hours.
Task Difficulty
When the characters enter a new area a difficulty number is assigned to that area. Every task done in the area must beat that difficulty number to succeed. The difficulty numbers I use are:
Impression | Difficulty |
---|---|
Easy / Safe Place | 8 |
Normal | 10 |
Challenging | 12 |
Deadly | 15 |
Additionally, when tasks are defined as "Easy" the task's difficulty is reduced by 3. Similarly, if a task is defined as "Hard" the task's difficulty is incremented by 3.
Ultimate Effort
Progress done in a task, like doing damage to an enemy or crafting an item. Ultimate Effort is added to an effort roll when the character rolls a natural 20 on an attempt. How much progress is done is equal to 1d12 + the character's Ultimate Effort modifier.
Weapon Effort
Progress done in a task, like doing damage to an enemy or crafting an item. Weapon Effort in specific is progress done using tools or weapons. How much progress is done is equal to 1d6 + the character's Weapon Effort modifier.