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Rules

Post has published by Lokan

Principles

Dragon’s Song is an online 3D game that combines rule automation through gameplay and a classic system based on 3D6 dice rolls.

The main feature of Dragon’s Song is the ability to play as a GM (Game Master). As in a classic role-playing game, the GM has full power (or almost) over the world and the course of the adventure. Although there are no classes per se, a PC (player character) can be multiclassed. That is, depending on their progression, they can become a warrior-mage, starting as a warrior or a mage. You begin the game by choosing a class and a race that will define your base characteristics (for example, a dwarf warrior will have more STR (Strength) than an elf mage). With each level-up, a certain number of characteristic points are allocated to you, and you are free to distribute them among the characteristics you desire. 10 is an average characteristic level for a basic human.

Characteristics

  • Strength: Measures the character’s physical power. It influences their ability to deal damage in close combat, lift heavy objects, and perform actions requiring brute force.
  • Dexterity: Represents agility, speed, and coordination. It affects the accuracy of ranged attacks, the ability to dodge attacks, and perform delicate or precise actions.
  • Constitution: Indicates general health and physical resilience. It determines the character’s ability to withstand damage, resistance to diseases, and endurance.
  • Intelligence: Measures mental abilities such as memory, reasoning, and learning. It influences skills related to knowledge, problem-solving, and, in some games, the effectiveness of magical spells.
  • Wisdom: Represents common sense, intuition, and perception. It affects the ability to perceive environments, resist illusions, and have deep insights.
  • Perception: Represents the character’s ability to observe and interpret their environment. It influences the ability to detect traps, notice hidden enemies, hear distant sounds, or spot subtle details that might escape others.
  • Charisma: Indicates personal charm, persuasive power, and leadership. It influences social interactions, the ability to influence others, and sometimes the effectiveness of certain powers or spells.

Rule Automation and Dice Rolls

A large part of the rules is automated. However, since the imagination of a GM or a PC is limitless, it’s possible that the “machine” cannot handle all situations… That’s where dice rolls come in, just like in a real RPG, specifically 3D6!

Rule Automation

Combat and the use of items, artifacts, and spells are largely automated.

  • Using a weapon (magical or not): If you are at the proper distance (and you aim well), the weapon always hits your opponent. Damage is calculated as follows: STR (your strength) – CON (your opponent’s constitution) + MOD (damage modifier of the weapon). However, even if it hits, the damage can be zero.
  • Using armor, protection spells: Your CON is automatically increased by the MOD of the armor and is already accounted for in damage calculations. More generally, in the interface, you can see your unmodified characteristics and those modified by items and spells.

Most items and spells are automatically managed by the game, but some will never be. For example, although the success of a truth spell can be easily evaluated (INT – (INT – 10) + MOD), the result of a truth spell can only be managed by the GM.

3D6 Dice Roll

Some possibilities offered by a classic paper role-playing game are either impossible to “code,” very difficult to “code,” or ultimately unnecessary to be coded… For example, a PC decides to rally a crowd against the captain of the guard. Or a PC decides to do a backflip to impress the audience. A PC decides to arm wrestle another PC, etc.

To assess the success of an action, the GM can decide to roll a 3D6 based on a PC’s characteristic, or if it’s an opposed action, also based on the characteristic of the opposing PC or NPC (non-player character).

  • Solo action: A PC decides to infiltrate an inn by climbing up an exterior wall. The PC rolls 3D6; the result must be less than or equal to their DEX (Dexterity). If the wall is very smooth and guards are patrolling, the GM can decide on a modifier, for example, -5 on DEX. On a failure, the difference between the 3D6 and the threshold not to exceed can be used for damage (variable depending on the height of the fall and the PC’s CON).
  • Opposed action: Here, two characteristics are used: one for the initiator and one for the target. These characteristics can be the same or different. For example, CHA (Charisma) is often opposed to INT (Intelligence), DEX (Dexterity) against DEX, STR against CON, etc.

The formula for the threshold not to exceed on a 3D6 is:

Initiator’s characteristic – (Target’s characteristic – 10) + MOD

Some Examples

  • Throwing any object at an opponent: The game doesn’t currently allow throwing any object from the environment at an opponent… So you need to use a roll. Here, logic dictates that it should be a DEX vs. DEX roll (even if the opponent is turned away and doesn’t expect it). The GM must decide on a modifier if needed. If the opponent is turned away, then +5; if the opponent is at long range, -5, etc. If the thrower has 14 in DEX, the target has 12 in DEX, and they are at a reasonable range and facing you, the threshold will be:14 – (12 – 10) + 0 = 12
  • Arm wrestling: Here, it will be STR vs. STR. If the opponent has a low health level, the GM may decide on a modifier:14 – (15 – 10) + 2 = 11 threshold.

Items, Artifacts & Spells

In Dragon’s Song, in theory, a PC can use any item or artifact and is capable of casting any spell… As long as the PC meets the equipment or usage requirements. For example, some spells require a minimum INT of 13, certain armors a minimum CON of 14, some weapons require being an elf, etc.

Hit Points, Death, and Resurrection

To be announced

Karma

To be announced

Server(s)

Dragon’s Song offers two types of servers:

    • Private: This server is created and dedicated to a GM. The GM can invite up to seven players to create a PC. It is “persistent” regarding NPCs. That is, it retains all NPCs created by the GM as well as their positions in the world.
    • Public: This server has no GM. It’s somewhat of a “test” server where you can try the game and evolve among other “unknown” PCs. This allows you to get familiar with the game as a PC and perhaps have great encounters and adventures…

***In red, the rules currently under development that are coming soon***

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