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 Gameplay Rules

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Better Alex

Posts : 143
Join date : 2011-09-30

PostSubject: Gameplay Rules   Thu Jul 06, 2017 2:41 am

Gameplay is broadly defined as per the D&D 5th Edition source materials. The main differences come from character creation (as described in the Character Creation thread), equipment, and in several gameplay tweaks. These are adjusted to better represent the game's futuristic setting. This thread will go into the changes to the latter, including skills, crafting, combat, and others rulesets.

Abilities and Skills
Your six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) determine a great deal about how your character's actions are adjudicated and played out through the game mechanics. Every task, every foe, every obstacle can be overcome by your abilities. Branching from your abilities are a set of particular skills, each one keyed to a different ability. Proficiency in a specific skill is vital to using that skill properly. For the abilities themselves, the rules as laid out in the D&D 5e book are unchanged, with the caveat that we are using the Variant: Encumbrance rules.

The abilities are changed somewhat, however, to adjust for the modern and future setting. Nature and Arcana are eliminated (most of their functions rolled into Survival and Religion, respectively), but there are several new skills: Computers, Culture, Law, Science, Tactics, and Technology.
The skills are listed here alphabetically:

Your Intelligence (Academia) skill measures your knowledge of the humanities and the soft sciences, as well as your ability to recall historical information. This includes an education or non-intuitive knowledge of art, history, geography, linguistics, literature, music, and philology, as well as the behavioural sciences, including archaeology, anthropology, criminology, ethology, psychology, sociology, and statistics.

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Animal Handling
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control a mount when attempting a risky trick or manoeuvre.

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Such as climbing sheer or slippery rock, clinging to difficult surfaces, jumping long distances, or swimming in treacherous or stormy waters.

Your Intelligence (Computers) is used when one interfaces with a computer in more than a casual fashion, and covers general knowledge of networks, programming and computer security systems. A character might make a computer use check to hack into a captured data pad, write a program to alert them to the comings and goings of a particular person on a station, or to keep another character from hacking their own system.

Your Intelligence (Culture) is a general understanding of current events and pop culture that let you understand the cultural events going on in society around you. A character might use this skill to recognize a popular musician, fashion trend, artistic style, customs or a pop culture reference.

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a captive, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering attorney to reconsider a decision.

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through books or articles in search of a clue might also call for an Intelligence (Investigation) check.

Intelligence (Law) is used to represent a character’s knowledge of legal procedure and precedent, and such a skill might be used to recall what goods might be illegal in a region, to write a business contract, to understand a contract, and to argue in a court of law. This also represents a general knowledge of civics, the state, and the systems of aristocracy, nobility, and citizenship that exist in many governments.

A Wisdom (Medicine) check lets you try to stabilize a dying companion, try to heal an injured creature, evaluate wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death. With a successful Wisdom (Medicine) check you can stabilize a dying character at 0 hit points. Medicine may also be used to provide long-term care to poisoned or diseased creatures.

Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear enemies moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are bandits lying in ambush on a road, thugs hiding in the shadows of an alley, or dim light under a closed secret door.

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, oratory, storytelling, or some other form of entertainment or enthralling performance.

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Your Intelligence (Religion) check measures your ability to recall lore about gods, rituals, beliefs, hierarchies, holy symbols, and the practices of religions. This also includes more esoteric knowledge of occult and magical traditions, rituals, and beliefs.

Your Intelligence (Science) is used to cover a working knowledge of maths and the hard sciences. This typically is used to mean a general understanding of the earth, life, and physical sciences, including more specific knowledge on astronomy, biology, chemistry, genetics, geology, mathematics, or physics.

Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can pick someone's pocket or draw a weapon unnoticed.

The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through rough terrain, identify signs that bears live nearby, predict the weather, or avoid quicksand and other natural hazards. This also includes knowledge of intuitive knowledge reg on nature, terrain, animals, and plants that may have been gained through an intuitive or experiential way.

Your Intelligence (Tactics) skill covers an in-depth knowledge of combat tactics, planning, military strategy and logistics, and the science behind these practical tasks. An Intelligence (Tactics) check might be used to quickly concoct a plan of action, to analyse an ongoing combat situation, or to gain a temporary advantage in combat against an opponent.

Your Intelligence (Technology) covers a wide variety of technical knowledge common to personnel operating in the field. Use of this skill would be appropriate for jury-rigging a repair, knowing how a spaceship or vehicle works, and being able to modify or fix engine parts, reactors, or electrical components.

Last edited by Better Alex on Tue Jul 18, 2017 12:17 am; edited 2 times in total
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Better Alex

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Join date : 2011-09-30

PostSubject: Re: Gameplay Rules   Wed Jul 12, 2017 2:28 am

Damage, Disease, Poison, and Injury

Damage Types
Different attacks and other harmful effects deal different types of damage. Certain features, such as damage resistance or immunity to specific damage types, rely on the differences between these damage types. The types are listed below (most are the same as the base 5e game) with examples:

Acid: Corrosive or caustic chemicals, which can cause severe burns.
Ballistic: The impact from a projectile, such as a bullet or a KKV.
Bludgeoning: Blunt-force weapons such as hammers or clubs, or falling objects.
Cold: The chill of an icy wind, or a freeze ray.
Fire: Flamethrowers, incendiary weapons, or literal fire.
Force: Physical force like a blast or shockwave.
Lightning: Electrical surges, plasma projectors, or actual lightning bolts.
Necrotic: Organ failure and flesh wither from disease or internal impacts.
Piercing: Puncturing or impaling impacts from arrows, spears, or knives, or a beast's teeth or tail spikes.
Poison: Venomous stings and bites, or toxic gas.
Psychic: Emotional pain, when strong enough, can feel like a physical blow.
Radiant: Laser beams or powerful atomic flashes that sears flesh like intense fire.
Slashing: Powerful cuts from swords, knives, axes, or claws.
Thunder: A concussive burst of deafening sound, like that of sonic weapons, or being too close to loud bangs.

Diseases can spread like wildfire, becoming a civilisation-threatening plague. But usually, diseases are tightly monitored, analysed, and controlled. When a character is struck with some disease, there are often in-game effects that linger, though there are ways to counteract them through modern medicine. Below are some example diseases.


Bubonic plague


Haemorrhagic Fever



Damage does not ordinarily leave lingering effects. Your hit points are not just how sturdy your body is, but a combination of various factors that represent your ability to stand and fight or to stave off venom and sickness. However, under certain circumstances, damage may threaten serious, lingering injury. A creature might sustain a lingering injury under the following circumstances:

  • When it takes a critical hit.
  • When it drops to 0 hit points but isn't killed outright.
  • When it fails a death saving throw by 5 or more.

To determine the nature of the injury, roll on the Lingering Injuries table below using a d20. This table assumes a typical humanoid physiology.

1Mortal Injury
2Arm Loss
3Leg Loss
4Broken Arm
5Broken Leg
6Eye Injury
7-12Internal Injury
13-18Flesh Wound
19-20Minor Scar

Mortal Injury:
If you are above 0 hit points, you immediately drop to 0 hit points. If you are at 0 hit points, you immediately fail your next Death saving throw.

Leg Loss
: Your leg is disabled and lost to your use, up to an including dismemberment or amputation. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. A cybernetic replacement can be affixed with a DC 15 Wisdom (Medicine) check as part of a surgical procedure.

Arm Loss: Your arm is unusable, from severe nerve damage or even dismemberment. You can no longer hold anything with two hands, and you can hold only a single object at a time. A cybernetic replacement can be affixed with a DC 15 Wisdom (Medicine) check as part of a surgical procedure.

Broken Arm: Your arm is not lost, but it is broken and temporarily disabled. Until it is set in a splint, it is unusable. After treatment, you have Disadvantage on attack rolls and ability checks using your arms for 1d4 weeks. This injury can be set as a DC 13 Wisdom (Medicine) check as part of a surgical procedure.

Broken Leg: Your leg is temporarily disabled. Until it is set in a splint or cast, it is unusable. After treatment, for 1d4 weeks, your speed on foot is reduced by 5 feet and you must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. This injury can be set as a DC 13 Wisdom (Medicine) check as part of a surgical procedure.

Eye Injury: You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you have no functional eyes after this injury, you are blinded. A lost eye can be replaced with a cybernetic eye as a DC 12 Wisdom (Medicine) check as part of a surgical procedure.

Internal Injury: You take 1 level of Exhaustion. Whenever you attempt an action in combat, you must make a DC 12 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Without medical attention, this injury may heal naturally if you spend a week doing nothing but resting. This injury can be healed as a DC 10 Wisdom (Medicine) check as part of a surgical procedure.

Flesh Wound: You are Stunned until the end of your next turn. When you are no longer stunned, you take 1 level of Exhaustion. This injury may heal naturally if you spend three days doing nothing but resting. This injury can be stitched up and healed as a DC 10 Wisdom (Medicine) check as part of a surgical procedure.

Scar: The wound wasn't serious, and you heal up with some scar. It has no adverse effect on you, and some may even consider it roguishly charming.

Last edited by Better Alex on Fri Jul 21, 2017 1:14 am; edited 3 times in total
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Better Alex

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PostSubject: Re: Gameplay Rules   Mon Jul 17, 2017 1:26 am

Healing occurs through four main ways:

  • At the end of a Long Rest, a character can spend one or more Hit Die to heal themselves naturally, up to the character’s maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. A character also regains spent Hit Dice, up to half of the character’s total number of them, at the end of a Long Rest.
  • At the end of a Short Rest, a character can spend one Hit Die to heal themselves after another character has expended one use of a First Aid Kit to bandage and treat the character's wounds.
  • At the end of a Long Rest, a character can regain all hit points and remove lingering injuries, through surgery. The  character must be healed by another character proficient with surgical tools, and the surgery takes the entire Long Rest period. The healer makes a DC 20 Wisdom (Medicine) check. If the healer succeeds, the character heals all hit point damage at the end of a Long Rest. A character cannot regain hit points through surgery more than once in a 24 hour period. Separate checks may be made by the healer to remove lingering injuries, assuming the appropriate materials are available if the injury requires it.
  • As an action, a character may inject themselves with foamed healing gel, which helps stop blood loss and numb the site of traumatic injuries. This is usually a stopgap measure to stave off shock and unconsciousness until proper medical attention and bedrest can be provided, or is used for relatively minor injuries.
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Better Alex

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PostSubject: Re: Gameplay Rules   Tue Jul 18, 2017 2:06 am

Every character has a base Reputation score, which is equal to their Proficiency bonus plus any other modifiers to reputation that may arise. This is an abstract measure of your renown, which naturally goes up as you increase in level and become a more powerful, capable person.

Most of the time, a character doesn’t decide to use her Reputation. The GM decides when a character’s Reputation is relevant to a scene or encounter. When relevant, the GM makes a reputation check for an NPC that might be influenced in some fashion due to the character’s notoriety.

A Reputation check is equal to 1d20 + the character’s reputation bonus + the NPC's Intelligence modifier. The GM may substitute a skill bonus for the Intelligence modifier if it is decided that the character’s past activities apply to a particular field.
If the NPC succeeds at a DC 15 check, the NPC knows about your character through Reputation alone. You might have Advantage on certain social interactions with that NPC, or they might be willing to help you at no cost, or give you preferential treatment. On the other hand, a hostile or unfriendly NPC might react negatively to your reputation, and might be intransigent or prejudicial where they might normally not be, or their attitude might give you Disadvantage on interactions with them.

Some class features allow the Reputation bonus to be added to certain checks without an NPC having to make a Reputation check to recognise the character first.

Reputation can be used to Requisition goods and services, as detailed in the Equipment and Services section.
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