Legend of Zelda Homebrew System

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Legend of Zelda Homebrew System

Postby Zabasaz » 25 Dec 2011, 00:09

I found this: http://1d4chan.org/wiki/Legend_of_Zelda_RPG

Long story short, some guys put their heads together to make a homebrew table-top rpg system for the Legend of Zelda.

Your stats are divided into three main categories:

The Virtues of the Triforce (Power, Wisdom, and Courage),
Your character's basic Attributes (Physical, Mental, and Spiritual),
Your various skills (most of which are related to item classes -- bows, tools, heavy weapons, etc.).

Conflict is resolved with a d6 roll & keep system, using linear comparison for opposed checks. This means that you roll X six-sided dice (where X = your ranks in the relevant Attribute + 1 for every odd-numbered rank in the relevant skill) and only use the Y highest dice from that roll (where Y = your ranks in the relevant Virtue + 1 for every even-numbered rank in the relevant skill). The abbreviated notation for this type of dice pool system is XkY. Linear comparison means that in the case of a contested roll (such as in combat) you compare your highest roll to your opponent's highest, your second highest to their second highest, and so forth. If one party in the contest has more kept dice than the opponent, the extra dice are simply treated as automatic successes.

If the kept dice total for a roll would ever be greater than the number of dice rolled, move points from keep to roll until this is no longer the case. For example, if your pool for a check would be 2k3, you roll 3k2 instead. A pool of 2k4 becomes 3k3, 2k5 becomes 4k3, and so on.
For those interested in examining the probabilities of various outcomes in this system, there's a spreadsheet in the External Links section.

Unopposed rolls are compared to a fixed success threshold, with a certain number of successes required to accomplish the intended task. For example, if pushing a heavy block had a difficulty rating of 2(4), two rolls greater than or equal to 4 would be required. One would roll one's Physical and keep one's Power for this case. The number of successes required indicates the general magnitude of the task, and the success threshold indicates the relative level of difficulty within that degree of magnitude. See the end of the Stats section for further details on magnitude of difficulty. Unlike for opposed checks, there are no automatic successes in an unopposed check for having more kept dice -- each die must be compared to the success threshold.

Character Advancement is free-form, with XP investment improving skills and attributes. Virtues are extremely difficult to improve, and shouldn't change much over the course of a typical game. There are also a number of techniques available to choose from, each tied to a relevant skill, which give access to special attacks and abilities, such as Link's signature sword spin. Higher skill ranks are prerequisites for more advanced techniques, and some techniques may also require a certain score in a particular Virtue.

The core races are Bokoblin, Bulblin, Deku Scrub, Gerudo, Goron, Hylian, Kokiri, Korok, Miniblin, Moblin, Rito, Sheikah, Twili and Zora, with more under discussion (Subrosians, Tokay...). Races receive no bonuses to Virtues, save Hylians, who receive +1 to a virtue of their choice. Races other than Hylians receive various special abilities, but also suffer certain drawbacks, most commonly an increase in damage taken from certain sources, as detailed in the Races section.

Each weapon has a specific increment of damage - i.e. a typical sword might deal 1/2 heart per increment, while an Iron Knuckle's axe would deal 1.5 hearts per increment. When attacking, the number of successes you achieve over the defender determines how many increments of damage you deal to them. Shields add to one's dice while defending, and Armour reduces the base damage increment of an enemy's attack. See the Combat section for more details.
Zabasaz
 
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Joined: 14 Dec 2011, 13:17

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