NoteQuest Evolved - Homebrew Rules.pdf

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NoteQuest Evolved
Homebrew rules inspired by Tiny D6 & Advanced Tiny D6
Normal Hit & Traps
To hit in combat or example avoid a trap or hazard
You roll 2D6 and on 5 or 6 you hit the target or you avoid the trap/hazard same
goes for all enemies.
Advanced hits
To hit a monster depends on size, type or HP
Weak, small, medium or 1-5 HP you need to roll 4-6 to hit.
Large, Strong, and boss or 6+ HP, you need to roll 5-6 to hit.
Enemies hitting PC
Weak, small, medium or 1-5 HP, hits PC on 5-6 rolls.
Large, Strong, and boss or 6+ HP hits PC on 4-6 rolls
Initiative
At beginning of combat the PC Roll for Initiative by rolling 2D6 and as
Normal try to get 5-6 on the dices to start the round (monsters doesn't roll)
However if the PC got some type of advantage the roll becomes Easy and gets -1
on the required roll, so a roll of 4-6 is a success.
If the PC got some type of disadvantage on the roll the roll becomes Difficult
and gets +1 on the required roll. So a roll on a 6 is a success.
Criticals & Critical failure
Critical Success:
If you roll two or more of the dice rolled on an attack and get 6 on all
dice you have a critical success!
Roll an extra damage die!
Same for Monsters!
Critical Failure:
If you roll two or more of the dice and you got 1 on all dice, you have a
critical failure!
Roll a D6 and see what's happening based on the list below.
Make your own list of bad things that can happen on a critical
failure.
If a monster has a critical failure, next round it's -1 to hit on them.
(Example: The Orc critical fails and requires 4+ to hit, for the
next round any hit on 3+ hits.)
Critalfails
1D6
1
2
3
4
5
6
Effect
Weapon Breaks
You drop the weapon, 1 action to pick it up.
You hurt yourself! Roll the weapons damage dice
You got -1 to get hit.
Nothing happens.
Nothing happens.
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