Tag: rules

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  • Ability Scores

    There are six traits that describe a character's natural aptitudes. These are Constitution, Dexterity, Intellect, Intuition, Presence, and Strength. At the time of character creation, each score is probably generated by rolling 3d6. Depending on the …

  • Saves

    Saving throws are rolls made to escape part or all of a bad situation. The value of each save depends primarily on the character's [[Classes|class]] and level. When creating a new character or increasing their level, note their saves, then adjust by [[ …

  • Classes

    While most people in the world are 0-level “commoners” whose skills are not relevant to the adventuring life, those who would survive and profit in the mad lifestyle of the adventurer must invest intensive training and effort into tasks such as combat, …

  • Basics

    h3. Frequently Used Terms * Campaign - A connected series of gaming sessions, adventures, story arcs, etc. * Campaign setting - The (fictional) world in which a _campaign_ takes place. * Dungeon - One of the three broad categories of spatial …

  • Skills

    At each level, all characters gain skill points according to their [[Classes|class]], [[Ability Scores|ability scores]], and other factors. Every skill has several different levels. No more than one skill point can be invested in a skill at a time, and …

  • Attack

    The basic element of combat is a "to-hit" roll; this is almost always an opposed roll against a target's [[Defense|defense]]. Each attack type (ranged weapons, light hand-held weapons, etc.) gives a bonus to the base 2d10. It is recommended that you …

  • Quirks

    Quirks are little special rules that do not fit easily into another of YAOSC's systems. This includes tiny or rare situational advantages or disadvantages, abilities that do not call for an entire separate skill or mechanic, and the results of character " …

  • Space

    The default low-tech fantasy setting intended for use with YAOSC is not a world of widespread standards and ultra-precise measuring equipment. As a result, the measurements used will be rough and, usually, on a human scale of some kind. (Real-world …

  • Time

    Terms for absolute time within the game-world will, unless the [[Setting|setting]] is a home-brew[1] that specifies otherwise, follow real-world conventions: seconds, minutes, hours, days, weeks, etc. (Do keep in mind, though, that many low-tech settings …

  • Rolls

    h4. Checks Roll a *check* when a character attempts an action and its success is in doubt due to fixed or environmental factors, or limited largely by the skill of the character. Most [[Skills|skill]] rolls are checks; [[Saves|saves]] are checks; a …

  • Core Stats

    While YAOSC is by its nature full of numbers, there are a few that form the backbone of play, both in and out of combat. Three of these in particular -- Hit Points[1], Endurance[2], and Stability[3], represent a character's physical and mental reserves. …

  • Motion

    h4. Base Unless stated otherwise, a character is assumed to have a normal (average, unimpeded) walking speed of 1 [[Space|league]] per [[Time|hour]]. From this we can derive standard distances traveled in other lengths of time: * 9 _lengths_ per …

  • Magic

    In contrast to the inscrutable [[Miracles|boons and miracles]] offered by the gods to those who honor them, "magic" is the manipulation of preternatural forces. While the powers that inhabit various magical [[Devices|devices]] can be [[Device Casting|used …