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Captainstarkiller
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Rules


Dragon Warriors Rules

Dragon Warriors FRPG rule system, © Dave Morris (most the work on this done by ricardusofborg)

1) Basic Stats

Your character starts by rolling 3d6 for each of the following statistics :


STRENGTH – Brute force. Duh!
REFLEXES – Dexterity, co-ordination, reaction time.
PSYCHIC TALENT - How in tune your character is with the psychic or magical world.
INTELLIGENCE – Mental agility rather than raw IQ or knowledge.
LOOKS – How handsome you are.

The average value is counted as being 9 to 12. Values above and below this range affect your characters Basic Skills as follows :
(a)3 to 5
(b)6 to 8
(c)9 to 12
(d)13 to 15
(e)16 to 18
Strength
(a) -2 Attack, -1 Defence & -1 Armour Bypass roll
(b) -1 Attack
(c) NO MODIFER
(d) +1 Attack
(e) +2 Attack, +1 Defence &+1 Armour Bypass roll
Reflexes
(a) -1 Attack, -2 Defence, -2 Evasion & -1 Stealth
(b)- 1 Defence, - 1 Evasion
(c) NO MODIFER
(d) +1 Defence, +1 Evasion
(e) +1 Attack, +2 Defence, +2 Evasion & + 1 Stealth
Psychic Talent
(a) -2 M Defence, -2 M Attack & -1 Perception
(b) -1 M Defence & -1 M Attack
NO MODIFER
(c) + 1 M Defence & +1 M Attack
(d) +2 M Defence, 2 M Attack & +1 Perception
Intelligence
(a) -1 Attack, -1 Defence, -1 M Defence &-1 M Attack
(e) +1 Attack, +1 Defence, +1 M Defence & +1 M Attack



2) Basic Skills

Attack : Your general, catch all melee skill for attacking an opponent with any weapon from fists to flails.
Defence : Your general, catch all melee skill for blocking or parrying any blow directed at you.
Evasion : Dodging out of the way, either of blows, thrown missiles , falling objects etc.
Magical Defence : Your natural, innate ability to resist the effect of any Magical or Psychic spell or influence put against you
Magical Attack : Used when trying to put a spell on someone versus the targets Magical Defence. Only characters who choose a magic using class will have a Magical Attack score.
Stealth : Creeping around
Perception : Detecting others who are creeping around.
Health Points : A measure of physical robustness, health, stamina and the ability to take a blow. When Health is reduced to Zero, the character falls unconscious. When it falls to – 3, the character is dead.



Combat

Combat consists of three phases :
i) The attack.
ii) The armour bypass roll.
iii) The damage.

Attack and Defence
Each character has both an Attack and Defence value, to represent their relative skill in either landing a blow or parrying one.
To determine if an Attack penetrates a Defense, the attacker must roll LESS than the difference between his Attack score and the defenders Defence score on D20

Sir Jon has an Attack value of 13, his opponent, Sir Bill, has a Defence of 7. To successfully hit Sir Bill, Jon must roll less than 7 (his Attack – Bill’s Defence) on D20
The die rolls….3! A successful hit!

Armour Bypass
If an attack is successful, the next stage is to determine if the blow actually penetrates the defenders armour.
Each weapon has a dice value that determine how good it is at penetrating armour, and this die must roll MORE than the armour rating in order to actually penetrate.
For example, a Battleaxe or a Sword has 1d8 armour bypass, A Mace has 1d6, A Dagger has 1d4, a Rapier 1d12 etc. Armour values start at 0 for unarmoured up to 5 for Full Plate.
 Very strong characters, with STR in the range 16-18 get a +1 to their armour bypass rolls.

Jon’s sword (D8) thrust slips past Bill defense, but Bill is wearing Plate armour rated at 5. His die rolls….2, and his sword cleaves Bills armour.

Damage

Damage is fixed and dependant on the weapon used plus the strength of the person using it. Very strong characters, with STR in the range 16-18 get a +1 to the damage the do with a successful hit. Eg a Sword will always do 4 points of damage, unless the character is very strong in which case it will always do 5 points of damage.


Critical Hits
An attack roll of 1 on D20 will always hit the target and automatically bypasses armour. (The only way to punch a dagger with D4 through a suit of 5 rated plate armour).

Shields
Add one to armour factor

Spells and stealth
When sneaking about, dodging a fireball portcullis or resisting a spell, the person casting the spell, or sneaking about makes a roll. Makes a 2d10 roll. This is matched against the corresponding score of the “victim,” stealth being matched to perception, speed matched to evasion and magical attack being matched to magical defence. The 2d10 roll must be equal or less than the difference between the scores to take effect. (Note that the maximum speed that anything can be is 20, there is no limit on stealth or magical attack.)

Imoen tries to sneak past Izar the necromancer. She has a stealth of 18 and his perception is 7. She rolls a 13 and he noticed her!

He casts a fireball at her, the speed of this spell being 20, her evasion being 5. Izar rolls an 18 on 2d10 and Imoen dodges the spell.

Izar follows up his spell with a wounding spell (such as inflict wound or such like). His magical attack is 20, her magical defence is 5. He rolls a 15 on 2d10 and his spell takes effect!


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Maps and pictures of characters can be found here http://games.groups.yahoo.com/group/DWRP/files/
3/16/2005, 12:33 pm Send Email to Captainstarkiller   Send PM to Captainstarkiller Yahoo
 


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