Part of the problem is each character has specific rules for them , how David does things and howe 44 does things are different. That was my fault and its to late to change them
The Rules of the game.
0: The Game Master is always correct. They may not always be right but during the game they are always correct. If the game master makes a mistake, bring it up after the game is over don’t toss an X card and stop the game mid encounter.
1: This is a stupid game about Goblins with sticks. That’s it, this is a game, a game is supposed to be fun. It should never be more important then real life. If it’s not fun, that’s ok. We can talk about it or you can take a break. It’s a dumb game, that’s it.
2: Everything you encounter is the result of phenomenon you understand, or phenomenon you do not understand. S*** happens, the universe does not owe you an explanation and magic is the cheat code of the universe
4: Nothing is impossible, but some things are highly improbable. The universe does not owe you an explanation.
5: Write it down. It is not the universe job to remind you that you picked up a +1 spear in the 3rd game, your lucky if the universe can remember where it left it’s keys.
6: When in doubt, remember. At the end of the day when all the dust settles it is still just a stupid little game about Goblins with sticks
Shadowdark skill system
Method 1: Vague. Roll D20 + Appropriate stat mod
Method 2: Less vague. Each class has a skill called “Class stuff” and every race has a skill called “race stuff” whenever you are doing something specific to your class or race you can try to get the GM to let you use that skill.
Jen the elf has a skill called Elf Stuff, whenever she does something particularly elfish like walk on snow, she can roll elf stuff
Method 3: An actual skill system
The “I’ve played 1000 hours of Microsoft simulator “rule states you can try any skill even if your untrained, you just don’t get any bonuses.
To perform a normal skill check, roll a d20 and add the following bonuses:
D20 + Modifier if untrained+ “Stuff”
D20 +Level + modifier if trained +”Stuff”
A 1st level character is trained in all Class skills as well as 1 Craft, 1 Knowledge and 1 Profession as well as any languages you might know due to background and that’s it.
To learn a new skill, you must find a capable instructor willing to teach you. Please work with the GM to determine what you can try to learn, how much time it will take, and what it will cost you, then do a DC 18 INT check. If you succeed, you have acquired a new skill; if you fail, you still have to spend the time and the Pogs even though you did not master the new skill, but you can always try again.
Skill list.
Strength Skills
Dexterity Skills
Constitution Skills
Intelligence Skills
Wisdom Skills
Charisma Skills
Athletics
Acrobatics
Endurance
Arcane
Religion
Streetwise!
Climb
Climb
Survival
History
Faith
Animal handling
Swim
Dance
Ride
Investigation
Insight
Deception/Bluff
Intimidation
Stealth
Swim
Nature
Perception
Intimidation
Use melee weapons
Pick pocket
Wear armor
Religion
Navigation
Interrogation
Wear armor
Pick lock
Medicine
Tactics
Interview
Ride
Disable
Search
Tracking
Diplomacy
Slight of hand
Computers
Seduction
Escape artist
Mechanics
Disguise
Pilot
Electronics
Perform
Drive
Engineering
Look cool in sunglasses
Pilot Mech
Academics
Cook
Forgery
Research
All craft skills
All performance skills
All art skills
All domestic skills
Ranged weapons
Scribe scroll
Ride
Brew Potion
Navigation
Tactics
Forgery
Tracking
All craft skills
All performance skills
All art skills
All domestic skills
All language skills
Class skills
Fighter
Cleric
Rogue
Wizard
Expert/Bard
All melee weapons
All ranged weapons
All armor types
All shield types
All armor
All melee weapons
Simple ranged weapons
All shield types
Light armor
Light melee weapons
All ranged weapons
No armor
Simple weapons
Simple ranged weapons
All light armor
All light weapons
All ranged weapons
Animal handling
Athletics
Athletics
Academics
Perform
Athletics
Academics
Acrobatics
Arcane
Athletics
Climb
Arcane
Climb
History
Acrobatics
Endurance
History
Demolitions
Religion
Academics
Intimidation
Investigation
Investigation
Research
Deception
Drive
Nature
Search
Investigation
Charm
Navigation
Religion
Sleight of hand
Brew potion
Seduction
Pilor
Medicine
Stealth
Scribe Scroll
Diplomacy
Survival
Intimidation
Pick lock
All language skills
All craft skills
All knowledge skills
All profession skills
Sleight of hand
Swim
Diplomacy
Pick pocket
Escape artist
Tactics
Faith
Disable
Disguise
Ride
Research
Escape artist
Dance
All craft skills
All profession skills
All knowledge skills
Perception
Deception
All language skills
All Art skills
All performance skills
All Craft skills
All profession skills
All knowledge skills
All domestic skills
Insight
Charm
All craft skills
All profession skills
All knowledge skills
All language skills
Streetwise
Disguise
Perception
Insight
Forgery
Swim
Intimidation
All craft skills
All profession skills
All language skills
All knowledge skills
Saving throws.
Each attribute is also a saving throw and making a saving throw is the same as making a skill check
Saving throw D20+ Attribute modifier + “Stuff”
Trained saving throw D20+ Attribute modifier+ level+ ”Stuff”
Fighters your trained saving throw is Strength & Constitution
Rogues trained saving throw is Dexterity and Intelligence
Cleric you are trained in Wisdom and Charisma
Wizard is trained in Intelligence and Wisdom
The expert is trained in Charisma and Dexterity
Weapons.
Melle weapons. Untrained D20+ Str mod + “Stuff”
Trained D20 + Str mod + level+ “Stuf”
Melee damage: Str mod + Dice +”Stuff”
Ranged weapons. Untrained D20 + Dex mod+ “Stuf”
Trained weapons. D20+Dex mod +level +”Stuf”
Ranged damage: Dice + Dex mod with some, but not all
Rules clarifications.
1: Prone. You are knocked on your keister and must spend an action to stand up, any attacks made against you while prone are rolled with advantage.
2: Swallowed whole: You will take Bite damage from the creature and on the next round you will take 2d6 acid damage at the start of your action until you either escape or are dissolved. You must do a minimum of 10 points of damage to make a hole big enough to get out.
3: Advantage. Roll twice and take the best of the two numbers.
4: Disadvantage: Roll twice and take the lower of the two numbers.
9: Difficulty class. 8+ level + primary stat mod.
10: Primary attributes.
Fighter, your Strength is your primary attribute.
Rogue, your Dexterity is your primary attribute.
Clerics(Shaman/Druid) your Wisdom is your primary attribute
Wizards(warlock/sorcerer) your Intelligence is your primary attribute.
Bard., your Charisma is your primary attribute.
Armor class: 10 + your Dex mod, or Armor AC+ your Dex mod.
Hit points: 1d6 + your con mod or by class.
Attribute
Modifier
1-3
-4
4-5
-3
6-7
-2
8-9
-1
10-11
0
12-13
+1
14-15
+2
16-17
+3
18-19
+4
20-21
+5
11: Bonus to hit/damage
Strength mod for melee weapons
Dex mod for ranged weapons
Called shot. Roll with disadvantage but if successful you can chose to do X2 damage or normal damage and impose disadvantage on your target on their next round.
Nat 20. you can chose to do X2 damage or normal damage and impose disadvantage on your target on their next round.
12: What can I do on my action.
On your action you can; Move 30 feet and perform an action/make an attack.
Perform an action/make an attack and move 30 feet.
Focus on a spell and move 30 feet.
Dash, move 60 feet and not take an action.
Move 30 feet and Dodge ( Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker)
Dodge and move 30 feet.
Disengage (If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.) and move 30 feet.
Move 30 feet and Hide(make a stealth check)
13: Skills.
Untrained skills. The “I’ve played 1000 hours of Microsoft simulator “rule states you can try any skill even if your untrained you just don’t get any bonuses.
Skills pit a d20 roll and a series of modifiers against the Difficulty Class (DC) of the action you are trying to perform. To perform a skill check, roll a d20 and add the following bonuses:
Your level
Your ability score modifier (each skill is based on one of your ability scores)
A +4 bonus if you’re trained in the skill.
14: Gear
The stuff no hero would leave home without/towel rule.
“A towel has immense psychological value. For some reason, if a stag (stag: Non hitchhiker) discovers that a hitchhiker has his towel with him, he will automatically assume that he is also, in possession of a toothbrush, washcloth, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet-weather gear, space suit, etc., etc. Furthermore, the stag will then happily lend the hitchhiker any of these or a dozen other items that the hitchhiker might accidentally have ‘lost’”
The Hitchhiker’s Guide to the Galaxy.
The universe assumes you have rope, torches, food, water and other basic hero gear and thus you do, you do not have to waste all 3 hours of the game shopping for Rope because you already have rope-etc.
The only time you need to visit Seth’s Gear and Ammo is for things like armor, weapons, special gear
15: Short rest /long rest/town
During a short rest some abilities may recharge and you can administer first aid, cast spells etc.
During a long rest all abilities recharge and you will heal back all lost hit points.
So, what can you do in town?
Learn
To learn a new skill, you must find a capable instructor willing to teach you. Learning enables you to take new actions or gives you an advantage in certain areas. Please work with the GM to determine what you can try to learn, how much time it will take, and what it will cost you, then do a DC 18 INT check. If you succeed, you have acquired a new skill; if you fail, you still have to spend the time and the Pogs, but you can always try again.
Partying
Fighting, drinking, and carousing. A Goblin and their Pogs are soon parted, and this is an excellent way for an enterprising hero to waste time and money in the vain attempt to acquire more money and information or just let off steam. The rules for carousing can be found on page 92 of the Shadowdark handbook.
Recovering
The number one thing you can do in town is rest and recover from your last adventure. While hit points can be restored after just a day or two in bed, things like disease, curses, and losing a leg take longer to recover from and may require outside aid, which will take longer and cost you more money. However, isn’t getting a new leg worth it?
Shopping
This game assumes that the hero has all the everyday gear they need to do their job and fight monsters. You don’t need to shop for rope, torches, food, or string; the universe assumes you have already been to Seth’s Gear and Ammo and got some.
If there is a specific thing the character is looking for, like a healing potion, a birthday cake, or a replacement leg, then by all means, play it out, but for everyday standard adventuring gear like arrows? There is only needed to play that out if it’s essential to the plot.
16: Damage over time.
DOT happens on the start of your action so all passives are considered. If your standing in a fire you will take the 2d6 fire damage at the start of your action and then you can act.
Magic:
Magic as skill. D20+Your caster mod vs DC 10 + the level of the spell
Magic as mana.
Starting this Friday 11/26/2021 there is a huge 75% off sale on all the products in the "game Room". A lot of classic older games and comics, some of them have been there a WHILE!
Here is the first tour of the product, ill do more
Mega Power March Day 30. Thank you
Thank you again to all the people who made these generators. See you next year.!
https://www.bestrandoms.com/random-su...
1: Ice powers
2: Life force absorption
3: Telekinesis.
Code name: Frostbite. Real name: Will Long. Profession. Car sales
1: Frost bite- Generates intense soul sucking cold that harms others but heals him and grants him temporary enhanced strength, durability and speed.
A down on his luck car salesmen who uses his powers to feed his sadistic urges
MEGAPOWER MARCH DAY 29
Almost done, can we take a moment to thank all the wonderful humans who made these tables and allowing me to use them every year?
Today its: https://spinthewheel.app/superpowers
1: Super Strength
2: Telekinesis
3: Aura manipulation?
I do not think we have rolled a super strong character yet?
Code name: Girl Boss Real name: Lia Gonzlezes Profession: teen hero/student.
1: Super strength. On her won she can lift about 300 to 400 pounds.
2: Telekinesis- This ability enhances her strength allowing her to lift almost ton and support the mass of objects that large. She can also perform telekinesis Assited leaps, do extra knock back damage with her punches and other super strength tricks.
3: Aura- She glows when she is using her powers
"You just cannot handle a Girl Boss!"
MEGAPOWER MARCH DAY 28.
Opening day-lets go cubs
https://www.coolgenerator.com/quirk-g...
1: Mind control
2: Possession
3: Bombs
Humm
Code name: Gaunt/ The gaunt man Real name: Will Hendriks. Profession: Artist
1: he can possess the body of another living human, totally controlling their mind and actions for up to an hour. The victim has no memory of this possession other then the feeling of Violation.
The Guant man has started to become a local legend/cyrtid as tales of his crimes begin to spread.