D4 Tactical Terms

D4 BASIC-RP Source Reference Document

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D4 BASIC-RP by Michael Maloney is licensed under CC BY 4.0


Terminology and Concepts

Teminology

Entity: Any Creature, NPC or PC

Hostile Entity: Any creature, NPC or PC that is hostile to the entity whose turn it is.

Party: A group or singular entity engaging in an action.

PC: Player Character

NPC: Non-Player Character

GM: Game Moderator

RAD: Required Ability Dice or the number of dice you can roll before modifiers. RAD # d4 + modifiers

DP: Dice Pool

DT: Difficulty Test is a a general term used to discribe the following: FDT and CDT.

FDT: Flat Difficulty Test

CDT: Contested Difficulty Test

Tactical Actions:During this game play phase each entity has a round in which to act. This is broken up into differnt actions. Bonus Action, Standard Action, Bonus Action, Stanard Action, Bonus Action.

Thematic Advancement of Plot (TAP): This refers to when the Player Characters advance the plot of the story. This happens while not in tactical actions or other rigorous styles of play but a more narrative style. During this phase all entity's discribe what they want to do. The use of skills is availible for life style skills. This is when most role playing takes place and story is developed.

Chase scenes: This is a specific type of travel that has tests to to pursue one target or escape one's pursuers

Travel: This is the game play phase where one travels long distances. The GM may have difficulty tests for hazzards or conditions that affect travel speed or for random encounters.

Round: While in the "tactical actions" phase of the game this is essentially one entity's turn. This is broken up into 5 stages. Quick actions and standard actions.

Action[X]: Also known as a standard action. The [X] for any skill or action is how many action stages are required to do said action.

Quick Action: This is a special type of action that does not take much time. There are 3 potential stages an entity can use a quick action unless they have unlocked additional quick actions. A quick action may also be used as an action of opportunity if it has been unlocked for an entity.

Instinctive Action: This is an action that effectivly takes no time. An example would be dropping a weapon to brace yourself for a fall..


Definitions

Required Ability Dice (RAD): Required ability Dice are determined by the skill or item and skill combination. Add the required ability dice.

Example: the Climb skill requires both Brawn and Agility. Climb dictates when burdened add brawn ability score + brawn ability score + agility ability score. Next divide by three (round down). When climbing under normal conditions add the brawn ability score and the agility ability score. Divide the result by two (round down). When climbing under adverse conditions( slippery/icy etc) Add agility ability score + agility ability score + brawn ability score. Then divide by three (round down).

Flat Difficulty Test (DT): Roll the RAD + modifiers; to succeed your roll must be equal or greater than the test. If the number is higher than the test; you pass.

Example 1: Attacking action is determined by the weapon statistics and current fighting conditions. These statisitics will inform you of what ability scores to use and how many of each. As normal after they are added up divide the result by the number of ability scores used (round down).

Contested Difficulty Test (CDT): score is used to contest an entitys action verse the environment or anouther entitys action aaginst the entity defending. The oppositions DT is listed in the first column. The defending or conntesting enity value is defined as [required ability score(s)] + [(optional) relevant modifiers]. Roll your relevant dice and the results will fall into one of the other columns in the table. The column header deines the outcome of the contested roll.

Example use case dodge test: An entity is attacked and the attacking entity’s DT is 8 and the Reaction Defense range is RAD + Modifiers. Roll the DT. Look up the oppositions score on the left most colum in the CDT Table. Locate the column where the defending entitys DT result fits. See the column header for the effect.

Example use case shield / stamina test: An entity is attacked and the attacking entity’s oppostion DT is 8. The defending entity has a reaction defense [action of blocking]. Take the RAD for the blocking action + skill modifers and terrain modifiers. Locate the opposition column on the left and go to the row. Select the column that has your RD dt score; this column header defines the effect. For blocking with a sheild damage is taken to stanima. Techne can reduce the amount used. If the defending entity fails the CDT then the entity takes the full damage and is pushed back 3 meters.

Example use case skill test: A test where an entity has to cross a tightrope to get across a river the level of success describes the grace of the success. A GM may decide if you are carrying stuff in the entity’s hand(s) that on lower success you drop an item. This is dependent on the style of play of the game. The GM should let the player know before the roll takes place. If so we would use the PDT table. Otherwise any success is a success.

The entity has agility of 12 and an acrobatics modifier of +2.

Part 1: roll = 11. Would take 1 / 4 effect. (only drops an item not normally carried)

Part 2: roll = 6. Would take 1 / 2 the effect. (only drop the heaviest of items)

Part 3: roll = 4. Would take no effect. (falls off the rope)

Part 4: roll = 20. Would take full effect. (no items dropped)

Example use case poison test: An entity drinks a vile of liquid they believe to be a healing elixir but it is a poison. The poison has a potency of 4 damage every 24 seconds for 5 minutes. Using the entity’s constitution RAD of 3 and no poison resistance modifiers they make a 3d4+0. The GM will have set the poison DT for the poison as the opposition score as 9.

Part 1: roll = 10. Would take no effect. (0 damage every 24s)

Part 2: roll = 8. Would take 1 /4 the effect. (1 damage every 24s)

Part 3: roll = 5. Would take 1 /2 the effect. (2 damage every 24s)

Part 4: roll = 3. Would take full effect. (4 damage every 24s)

Example use case vitality shock test: An entity has to make a vitality shock test to see if being sped up via drugs or magic will have a negative effect once it wears off. In the case of a drug; the effects in this example will be addiction and fatigue. See the entities constitution RAD of 4 and no modifiers they will make s 4d4+0. The GM will have set the DT for the vitality shock number as the oppostion score as 12.

Part 1: roll = 12. Would take no effect. (no after effects)

Part 2: roll = 9. Would take 1/4 the effect. (minor after effects)

Part 3: roll = 5. Would take 1/2 the effect. (half after effects)

Part 4: roll = 4. Would take full effect. (full effects)

CDT Table Raw
Opposition Score Perfect Success (Immunity) Success ( 1/4 effect) Minor Success (1/2 Effect) Failed (Full Effect)
1 2 + 1 N/A N/A
2 3+ 2 1 N/A
3 4+ 3 2 1
4 5+ 4 3-2 1
5 6+ 5-4 3-2 1
6 7+ 6-5 4-3 2-1
7 8+ 7-6 5-3 2-1
8 9+ 8-6 5-3 2-1
9 10+ 9-7 6-4 3-1
10 11+ 10-8 7-4 3-1
11 12+ 11-8 7-4 3-1
12 13+ 12-9 8-5 4-1
13 14+ 13-10 9-5 4-1
14 15+ 14-10 9-5 4-1
15 16+ 15-11 10-6 5-1
16 17+ 16-12 11-6 5-1
17 18+ 17-12 11-6 5-1
18 19+ 18-13 12-7 6-1
19 20+ 19-14 13-7 6-1
20 21+ 20-14 13-7 6-1
21 22+ 21-15 14-8 7-1
22 23+ 22-16 15-8 7-1
23 24+ 23-9 15-8 7-1
24 25+ 24-17 16-9 8-1
25 26+ 25-18 17-9 8-1
26 27+ 26-19 18-9 8-1
27 28+ 27-19 18-10 9-1
28 29+ 28-20 19-10 9-1
29 30+ 29-20 19-10 9-1
30 31+ 30-21 20-11 10-1

Skill Limits: Each skill can be retaken up to 5 times: each skill has its own requirements to improve. For each skill level taken add the boon[x] where x is the skill level.

Techne Limits: Each techne can be retaken up to five times unless otherwise stated. The maximum number of techne applied to a skill tree is seven. Some techne are applied to a skill tree others are standalone. See the limits for the number of modifiers before choosing to apply a techne multiple times to the same skill tree.

Skill based: Techne applied to skill trees is limited to the depth of the tree unlocked minus 1 or X-1.

Example: If the maximum depth unlocked depth is 3 then 2 techne may be applied to the skill tree. Negative effects from a sacrificial techne count as a techne applied to a skill tree but may be applied when otherwise not unlocked. Once unlocked it automatically uses up the techne modifier as if newly applied. If a sacrificial techne is attempted to be applied to a skill tree that already has 6 techne on it then it will fail. A skill tree can never have 8 active techne.

Learn Magic: When selecting a new magic tree check if the entity has the minimum requierments. Then roll a DT with the RAD = (Resolution ability score + Resolution ability score + Intellect ability score) / 3. If the DT of the magic is less then your RAD + modifiers you learn the magic. Otherwise the entity can not try to learn the magic again until gaining enough experiance to try again.

Learn Skill: When selecting a new skill tree check if the entity has the minimum requierments. Then roll a DT with the RAD = (Resolution ability score + Intellect ability score + Intellect ability score) / 3. If the DT of the skill is less then your RAD + modifiers you learn the magic. Otherwise the entity can not try to learn the magic again until gaining enough experiance to try again.

General system definitions

Fortune: Fortune[#] add # of dice to your roll.

Calamity: Calamity[#] remove # of dice to your roll. Minimum roll is 0 dice plus skill modifiers .

Bane[X]: Modifier is Subtract (2*X)

Boon[X]: Modifier is Add (2*X)

Action of Oppprtunity:Any action that becomes available to an entity when not explicitly their round to move. This uses up a quick action. If quick actions were left unused from the last round the entity moved; use up those quick actions first. If all previous rounds quick actions were used the entity can use quick actions from their next round. Action opportunities are limited to the number of quick actions an entity has available from the previous round and next round. It also requires the Techne Action of Opportunity to be utilized.

Amplification[X]: base item / magic statistic: multiply by 3. If the diminishment modifier is applied, remove one increment. When all increments are removed restore the base statistic.

Diminishment[X]: base item / magic statistic: divide by 3. If the amplification modifier is applied, remove one increment. When all increments are removed remove the base statistic.

Exansion[X]: (Area of effect as defined by one square meter) AOE is expanded by [X] square meters for the radius.

Retraction[X]: (Area of effect as defined by one square meter) AOE is reduced by [X] square meters for the radius. Minimum diameter is one square meter.

Modifier Limits: Skills / Magic can have only a total of 7 modifiers; valid modifiers are Calamity, Fortune, Boon and Bane, Amplification, Diminishment, Expansion, Retraction. A single modifier's maximum is limited to 5. Example: boon[5] is the maximum modification of boon even if Techne Sacrificial Efficiency Boost is taken 3 times on a single skill tree should set it to boon[6].

Threat Range: half entity height + weapon reach. See weapon statistics.

Weapon Space: The space required to use a weapon. See weapon statistics.

Combat damage: Number above the DT + weapon magic damage (damage resistance add to DT: pierce slash etc). [hides total damage from players to protect from meta gaming][magic damage resistance roll DT to hit multiple times] a burning sword the first roll is used for the physical damage only; if the first roll misses no chance of extra damage. Any additional rolls for DT is just for resistances.

Common Effects

Lesser drain life[X]: This is the same as fatigue but recalculate health points and stamina points [X] long rest(s) to recover.

Drain life[X]: This is the same as fatigue but recalculate health points and stamina points [X] day(s) to recover.

Greater drain life[X]: This is the same as fatigue but recalculate health points and stamina points [X] week(s) to recover.

DICE

Dice rolls are described with expressions such as “3d4+4,” which means “roll three four-sided dice and add 4” (resulting in a number between 7 and 16). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. This book has random tables to roll against and at times you will need a deck of cards (52).

Rounding Fractins

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and health points, have a minimum of 1

Always round down.

Mutiplying

Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3)./

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).