View Full Version : Modified RTD Ruleset

2011-03-22, 07:14 AM
A long time ago, on another forum, I took the standard RTD [Roll to Dodge] ruleset and modified it a little to include provisions for combat rather than lumping combat under the same system as regular interactions and such. Leaving this here for future reference.

General Rules

The GM (Game Master) posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.

The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.

If at any time something threatens a player character, that character makes a roll to avoid the threat (outside of Combat; for threats that occur in Combat or become a foe, see Combat Rules below.

For each action, any number of rolls may be made, as determined by the GM. Primary causes for multiple rolls include, but are not limited to:

Composite actions, each of which require a roll
Actions that imply other actions that are not declared free

The GM however may decide to split certain actions depending on the time it would take to accomplish a stated action.

For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.

Movement does not require a roll, unless the movement involves Difficult Terrain.

A player may attempt to assist another player in a non-combat action. Both players make their dice roll; the higher result is counted as the assistee's result,

Combat Rules

When engaged in Combat with any number of foes, the player character may target foes that have been established to be adjacent or nearby with a Melee attack, and any foes that have been established to be distant with a Ranged attack. A Melee attack against a distant foe requires two turns - one to close the distance, and one to actually deal the attack.

Upon attacking a six-sided die will be rolled. The defending character will get a roll of his or her own to successfully defend against the attack, whether blocking, dodging, or otherwise avoiding the attack. A higher number for the attacker results in a successful hit; a higher number for the defender results in a successfully avoided attack. These numbers are affected by Bonuses and Penalties, whether innate to the character, equipment, or circumstances. For example, attempting to throw a weapon not designed for throwing would confer it a penalty.

Unlike the non-combat ruleset above, a roll of a Natural One is not an automatic miss, and neither is a Natural Six an automatic hit. The same goes for defensive rolls.

When a combat round begins, all combatants make a six-sided die roll. The result, from highest to lowest, determines the order in which actions will take place. This is affected by combat bonuses (but not damage/attack bonuses) and generic bonuses and movement bonuses. Upon two combatants receiving the same result, the GM flips a coin to determine who will go first. The initiative roll is not affected by the critical success/failure rules, therefore a Natural One does not mean that you fail to take action; rather it simply means that you'll go last.

All actions play out simultaneously, but can be interrupted or receive a bonus/penalty by the action of the character who has a higher initiative than you.

When a successful hit is scored, another six-sided die is rolled. The result of roll determines which location is hit.

[1]: Right Leg
[2]: Left Leg
[3]: Left or Right Arm
[4]: Lower Torso
[5]: Upper Torso
[6]: Head

It is much easier to hit the torso or left leg/right leg than it is to hit the head or arms, hence two possible results that cause torso damage. Upon a roll of a 3, the GM will flip a coin. Heads results in damage to the left arm, while tails results in damage to the right arm.

A character may attempt to make a called shot. The called shot allows the player to specify which body part he is aiming for. The attack receives a penalty of -1 to its roll, however a successful hit will bypass the Location stage and pass directly to the Damage phase.

After the location of the hit is determined, the GM now rolls for damage. A six sided die is again used.

[1]: No Damage/Cosmetic damage
[2]: Lightly Wounded
[3]: Wounded
[4]: Heavily Wounded
[5]: Mangled
[6]: The body part is ripped off/smashed beyond recognition/cut off/disintegrated/various other violent things depending on the action

Any result above [1] is cumulative. For example, two consecutive damage rolls of [1] will still do nothing. However if a body part has incurred a damage roll of [2], and again receives a damage roll of [2], that body part is now [3], Wounded. If, due to bonuses or penalties, the damage roll surpasses [6] or drops below [1], the result is treated the same as if it had been a normal roll of [6] or [1].

Note that not all foes may be humanoid. They may be given a larger representative die or have their body parts grouped into relative positions represented by the 1-6 scale.

Each time a (humanoid) character receives a damage result of [4] or above to the limbs and torso or [3] and above to the head, the GM rolls a die. If the result of the roll is lower than that of the damage result, the character falls unconscious. On his next turn another roll must be made to keep from dying (via blood loss), initially against a base score of [2]. Each turn the score that must be surpassed rises by 1. This is called the stabilizing roll. If the character fails a stabilizing roll by more than [2], he dies. If he meets it exactly, he stabilizes but is unconscious for the rest of the combat or until one of his allies chooses to revive him. If he surpasses it by more than [2] he revives.

A stabilizing roll of a Natural One results in death regardless of bonuses or penalties, while a roll of a Natural Six results in revival regardless of bonuses or penalties.

In addition to the above, a result of [5] on any limb renders that limb unusable.

Fire - In addition to whatever regular damage occurs, a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you.
Electrical - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

2011-04-12, 11:42 PM
This looks good.
You do know that you can just underline a < or > for the =/< right? It ends up like this: < and >

2011-04-13, 12:29 AM
> <

You know, I had never thought of that before.

Anyway, the real issue with the combat rules is that it's pretty much only useful for rather high lethality games, I'm trying them out in a game right now to see how horribly uncoddled players might die.

2011-04-13, 12:39 AM
I know, I just submitted a character