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= The Boring Hack[[#the-black-hack| ]] = (This is The Boring Hack of The Black Hack v1.2 - 2016-04-03) An ‘OSR’ First Edition Hack<br /> developed by<br /> Tibbius from work by DAVID BLACK -.- With elements borrowed from ‘original’ era rpg gaming and modern d20 theory. '''THANKS TO''' In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you're all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from. ----- == The core mechanic[[#the-core-mechanic| ]] == Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll '''''below''''' it on a d20. Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage. == Rolling stats[[#rolling-stats| ]] == '''Stats''' are generated with 3d6 in the following order '''Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)'''. Once all stats are generated 2 may be swapped around. == Choose a class[[#choose-a-class| ]] == There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities. When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere. You start with two '''Hit Dice''': one HEAD Die and one BODY Die. You gain one Hit Die per level. == Buy equipment[[#buy-equipment| ]] == Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class. {| ! ITEM !align="center"| COST !align="center"| USAGE DIE |- | Gambeson |align="center"| 50 |align="center"| d4 |- | Leather |align="center"| 110 |align="center"| d6 |- | Chain Mail |align="center"| 190 |align="center"| d8 |- | Plate & Mail |align="center"| 300 |align="center"| d10 |- | Shield Small/Large |align="center"| 50/100 |align="center"| d4/d6 |- | Backpack |align="center"| 5 |align="center"| - |- | Flask of oil |align="center"| 2 |align="center"| d6 |- | Work Tools |align="center"| 2 |align="center"| - |- | Holy Symbol |align="center"| 25 |align="center"| - |- | Holy Water |align="center"| 25 |align="center"| d4 |- | Iron Spikes |align="center"| 1 |align="center"| - |- | Lantern |align="center"| 10 |align="center"| - |- | Handheld mirror |align="center"| 5 |align="center"| - |- | Preserved Rations |align="center"| 15 |align="center"| d8 |- | Fresh Rations |align="center"| 5 |align="center"| d4 |- | 50' Rope |align="center"| 1 |align="center"| - |- | Small Sack |align="center"| 1 |align="center"| - |- | Large Sack |align="center"| 2 |align="center"| - |- | Thieves Tools |align="center"| 25 |align="center"| - |- | Flint & Steel |align="center"| 3 |align="center"| - |- | Torches (6) |align="center"| 1 |align="center"| d6 |- | Wineskin |align="center"| 1 |align="center"| d6 |- | Wine |align="center"| 1 |align="center"| - |- | Assorted Common Herbs |align="center"| 10 |align="center"| d8 |- | 10' Pole |align="center"| 1 |align="center"| - |- | Quiver of Arrows / Bolts |align="center"| 10 |align="center"| d10 |- | 1-Handed Weapon (incl. sling) |align="center"| 25 |align="center"| - |- | 2-Handed Weapon (incl. bow) |align="center"| 50 |align="center"| - |} '''NOTES ::''' Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die. == Usage die[[#usage-die| ]] == Any item listed in the equipment section that has a '''Usage Die''' is considered a consumable, limited item. When that item is used, the next '''Moment''' (turn) its '''Usage die''' is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain: '''d20 > d12 > d10 > d8 > d6 > d4''' When you roll a 1-2 on a d4 the item is expended and the character has no more of it left. == Armor[[#armor-points| ]] == Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die. Humanoid opponents may have armor, which characters could seize. They also can carry shields. == Armor proficiency[[#armor-proficiency| ]] == If a character wears armor that is not listed in their class, they roll with '''disadvantage''' to '''Attack''' or '''Avoid Damage'''. == Converting saves[[#converting-saves| ]] == The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide. {| |align="center"| STR |align="center"| Physical Harm that ''cannot'' be dodged. |- |align="center"| DEX |align="center"| Physical Harm that ''can'' be dodged. |- |align="center"| CON |align="center"| Poison, Disease or Death. |- |align="center"| INT |align="center"| Resisting Spells and Magic. |- |align="center"| WIS |align="center"| Deception and Illusions. |- |align="center"| CHA |align="center"| Charming effects. |} == Players turn[[#players-turn| ]] == During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome. == Time & turns[[#time-turns| ]] == There are 2 important types of tracked time - '''Ounces''' (''rounds'') and '''Moments''' (''turns''). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). '''Ounces''' are used during combat and fast paced scenes of danger and '''Moments''' are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting '''Moments''' for '''Hours''', '''Days''' or even '''Months''' should the adventure require it. == Movement & distance[[#movement-distance| ]] == Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. '''Close''', '''Nearby''', '''Distant''', and '''Far-Away'''. On their turn every character can move somewhere '''Nearby''' as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere '''Distant''' instead. Anything beyond '''Distant''' can be classified as '''Far-Away''' and would take 3 moves to get to. This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide : {| !align="center"| CLOSE !align="center"| NEARBY !align="center"| DISTANT |- |align="center"| 0 - 5ft |align="center"| 5 - 60ft |align="center"| 60 - 120ft |} == Initiative[[#initiative| ]] == When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their '''DEX''', those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their '''DEX''' tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before ''and after'' the opponents. ''Repeat initiative each round.'' == Monster HD[[#monster-hd| ]] == A monster's '''HD''' represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8. == Attacking, defending & damage[[#attacking-defending-damage| ]] == <ol> <li><p>Roll an attack.</p> <ol> <li><p>When a character attacks a creature, they hit it if they roll below their '''STR''' stat for a '''Melee Attack''' or '''DEX''' for a '''Ranged Attack'''.</p></li> <li><p>On the other hand, when a creature attacks, the character avoids being hit if they roll below their '''STR''' against a Melee Attack or '''DEX''' against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.</p></li></ol> <p>To make a '''Melee Attack''' an opponent must be '''Close'''. '''Ranged Attacks''' can be made against opponents who are not '''Far Away''', but the attacker suffers a '''disadvantage''' when attacking '''Close''' or '''Distant''' opponents.</p></li> <li><p>When a character or monster hits a target, they roll all of their unwounded '''BODY Dice''' as '''Damage Dice'''.</p></li> <li><p>The target then rolls the '''Usage Die''' for any '''Armor''' that they have. Ignore Damage Dice that show less than the Armor Die.</p></li> <li><p>For each one of the attacker's Hit Dice that equals or beats the target's '''Armor Die''', wound one of the target's Hit Dice that shows a smaller number.</p></li></ol> === Example of Play === Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4). Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert's TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior's BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is '''OofA''' (''see below''). == Death & dying[[#death-dying| ]] == When a character is reduced to zero '''BODY Dice''' they are taken '''Out of Action (OofA)''', they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken '''OofA''' can roll on the table (''following page'') to see what happens to them. '''If they survive they gain back 1 BODY Die'''. ''If the characters are unable to recover the body of an OofA character, they are lost forever!'' == Two handed weapons[[#two-handed-weapons| ]] == Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with. == Critical damage[[#critical-damage| ]] == If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor. == Healing[[#healing| ]] == Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is '''OofA''', just start at zero and count up. That character is now back on their feet and no longer '''OofA'''. {| !align="center"| OUT ! OF ACTION |- |align="center"| 1 | '''KO’d''' - Just knocked out. |- |align="center"| 2 | '''Fat Head''' - Disadvantage on all tests for the next hour. |- |align="center"| 3 | '''Cracked Bones''' - STR, DEX and CON are temp. -2<br /> for the next day. |- |align="center"| 4 | '''Crippled''' - STR or DEX is permanently reduced by 2 |- |align="center"| 5 | '''Disfigured''' - CHA reduced to 4. |- |align="center"| 6 | '''Dead''' - Not alive anymore. |} == Advantage & disadvantage[[#advantage-disadvantage| ]] == A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with '''advantage''' the lower result is used and with '''disadvantage''', the higher. == Experience[[#experience| ]] == Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded. For every session / dungeon level / quest / major event the character survives they gain a level. ''The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.'' == Gaining levels[[#gaining-levels| ]] == When a character levels up, they gain another of their '''Body Dice''' or '''Head Dice'''. Also a player should roll a d20 for each '''Stat''', if the result is higher - that '''Stat''' increases by 1. == Encumbrance[[#encumbrance| ]] == A character can carry a number of items equal to their '''STR''' with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with '''Disadvantage''' - you can also only ever move to somewhere '''Nearby'''. They simply cannot carry more than double their '''STR'''. == Class weapons[[#class-weapons| ]] == When using a weapon not listed in their class, combat tests have Disadvantage. == Random encounters[[#random-encounters| ]] == The GM should roll a d4 every 15 Moments of real world play (you ''are'' paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following '''Moments''' (turn). == Creature reactions[[#creature-reactions| ]] == Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a '''Reaction roll''' on the following table : {| ! Roll ! Reaction |- | 1 | Flee then roll again. |- | 2 | Avoid the PCs entirely. |- | 3 | Trade with PCs. |- | 4 | Give the PCs aid. |- | 5 | Mistake the PCs for friends. |- | 6 | Trick the PCs (roll again) |- | 7 | Call for Reinforcements. |- | 8 | Capture/Kill/Eat the PCs. |} ----- == Warrior[[#warrior| ]] == '''BODY Die :''' d8<br /> '''HEAD Die :''' d6<br /> '''Weapons & Armor :''' Any and All<br /> === Special features[[#special-features| ]] === As part of their action, a Warrior can make 1 attack per level. In any successful melee attack, before rolling damage, a Warrior can choose to describe and perform a '''stunt''', consistent with the fiction, that could negate the opponent’s next attack and also grant the Warrior advantage on their own next attack against that opponent. The stunt will be effective, and the Warrior will deal no damage, ''if'' the Warrior’s highest Damage Die shows a larger number than the opponent’s highest Hit Die. If a Warrior fails a '''STR''' or '''DEX''' test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage. === Leveling up[[#leveling-up| ]] === Roll to see if attributes increase, roll twice for '''STR''' ''and'' '''DEX'''. ----- == Expert[[#Expert| ]] == '''BODY Die :''' d6<br /> '''HEAD Die :''' d8<br /> '''Weapons & Armor :''' All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields<br /> === Special features[[#special-features_1| ]] === Roll with Advantage when testing '''DEX''' to avoid damage or effects from traps and magical devices. Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage. Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks. Can try to build stuff with a successful '''INT''' or '''DEX''' save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built. === Leveling up[[#leveling-up_1| ]] === Roll to see if attributes increase, roll twice for '''DEX''' ''or'' '''WIS'''. -----
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