Welcome to the game of Elder Days. This is a story telling game where you get to tell your character's part of the story, or at least the part of what your character attempts and intends to do in the different situations described by the game referee, called the "Gamemaster". The point of the game is for you to have fun guiding the actions of your story character, and for you to try to get your character to stay alive and be successful in the storyworld, but for you to guide your character within the limitations of the description of your story character. For example, if your story character doesn't know there's a bomb under his feet, you can't have him jump back to avoid getting blown up. If your character's personality would have him act in a stupid way, you have to have your character act within the bounds of what that stupid way would be. So a main part of the game is to play-act your character well, and not just have your character get more stuff or kill more things in the game. You might say a main part of the game is to see what would happen (play out a simulation) if you really were your character really in the described gameworld situation.
A main rule of the game is that you, as a player, must also follow the directions given by the referee, known as the "Gamemaster". The Gamemaster has deep knowledge of what's in the gameworld, from maps and descriptions that pre-state what's around each corner. In other words, the Gamemaster "plays" the rest of the world, while you "play" your character.
When a character takes a simple action in the story-world that has a questionable chance of succeeding or not, like throwing a rock at a bird, the Player of that character rolls a twenty sided die, and if the die roll lands on a number that is equal to or greater than the "difficulty" rating number of that situation (rated 0 to 20), the action of that character is considered successful. Rolling lower than the difficulty number is considered a "miss" or unsuccessful. Situational factors in the story can make story outcomes either more or less likely than normal/average.
The default "difficulty rating" of an average fighter/soldier hitting another equally skilled fighter/soldier in a fight is 10, making a twenty-sided die roll have a 50/50 chance to "hit" another character of equal skill. If your character is better than average with a particular weapon, you would get a bonus to your twenty-sided-die "attack roll", of for example of "+3", so that if you rolled a "9" it would count as a "12". Your character's "AGILITY" score is your character's difficulty rating number for your character being hit by someone else. For example, an average fighter would roll a 20 sided die to try to hit you, and if your AGILITY was rated 17 (on a scale from 1 to 20), your opponent would need to roll a 17 or higher to hit you. However, rolling a "1" counts as needing to roll again and counting the next roll result as a negative number. Rolling a "20" counts as needing to roll again and counting the next roll result as added to 20, so actual scores could range from -20 to +40.
When
ATTRIBUTES, SKILLS and POWERS of a character are rated on a scale from 0 to 20.
usually
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Welcome to the game of Elder Days. This is a story telling game where you get to tell your character's part of the story, or at least the part of what your character attempts and intends to do in the different situations described by the game referee, called the "Gamemaster". The point of the game is to have fun guiding your story character through an adventure, and to try to get your character to stay alive and be successful in the gameworld. You also get points for play-acting your character well, which will translate into causing your character to advance in ability in the game. So a main part of the game is to play-act your character well, and not just have your character "get more stuff" or kill more things in the game.
A main rule of the game is that you, as a player, must follow the directions given by the referee ("gamemaster").
When a character takes an action in the story that has a questionable outcome, like throwing a rock at a bird, the Player of that character rolls a twenty sided die, and if the die roll lands on a number that is equal to or greater than the "difficulty" rating number of that situation (rated 0 to 20), the action of that character is considered successful. Rolling lower than the difficulty number is considered a "miss" or unsuccessful. Situational factors in the story can make story outcomes either more or less likely than normal/average, and in this case, the referee (Gamemaster) can announce a bonus or penalty to the difficulty Rating number (like you're trying to do something while slipping on a slick log).
The default "difficulty rating" of an average fighter/soldier hitting another equally skilled fighter/soldier in a fight is 10, making it a 50/50 chance that one character will "hit" another character of equal skill when rolling a 20 sided die. If your character is better than average with a particular weapon, you would get a bonus to your "attack roll", of for example of "+3", so that if you rolled a "9" it would count as a "12". Your character's "AGILITY" score is your character's difficulty rating number for your character being hit by someone else. For example, an average fighter would roll a 20 sided die to try to hit you, and if your AGILITY was rated 17 (on a scale from 1 to 20), your opponent would need to roll a 17 or higher to hit you.
However, rolling a "1" counts as needing to roll again and counting the next roll result as a negative number. Rolling a "20" counts as needing to roll again and counting the next roll result as added to 20, so actual scores could range from -20 to +40.
When
ATTRIBUTES, SKILLS and POWERS of a character are rated on a scale from 0 to 20.
usually
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