Jammed with Troy, updated Core Gameplay section

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Kayne Ruse 2025-01-23 16:51:15 +11:00
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# Special Thanks
* Troy Brough
* David Messieh
# Patrons via Patreon

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# Notes and Maybes
* Each character needs a hook as to why they climb
* WEATHER CONDITIONS!!!!
* Examples are needed, with humour
* Reactions and retaliations
* Ranged attacks and weapons
@ -237,3 +239,10 @@ Description: Siphon Colonies are born from many small eggs. Soon after hatching,
...hunger might need to be harsher?
Mushroom tongue: embedded into the cliff of the jungle, it shoots out a big sticky tongue to grab passing creatures.
The kingdom's ancient outer limit is marked by a "safety barrier" of stone.

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# Introduction
:memo: **Developer Note:** Add this to the introduction: Curses and Blessings is a game that focuses largely on exploration and problem solving. While combat can and does happen, it is not the focus.
:memo: **Developer Note:** If two parties meet, they could have two super smart characters duel via chess to see who climbs the chain first. Reputation can also be a big influence in the game's world.
:question: **TODO:** introductions tend to be written late in development
:question: **TODO:** TOC - for now, use VSCode's outline panel.
@ -57,7 +61,7 @@ The 3rd Elevation is a sheer vertical cliff face, which abruptly bursts forth fr
Choosing the right pigeonhole to rest in is a gamble, as these are the fortner's nesting places, and choosing an occupied one will result in sudden and violent ejection by the occupants. Many abandoned pigeonholes are connected within the mountain's bulk, and can be traversed, sometimes granting a dark and cramped, but safer route upwards.
:memo: **Developer Note:** The fortner are endemic to the mountain.
:memo: **Developer Note:** The fortner are endemic to the mountain. Up to a third of the pigeonholes are occupied.
## Mycelia Jungles
@ -122,29 +126,37 @@ There is an additional restriction during character creation; before your charac
Finally, after creating a new character, they begin with a set of standard issue items granted by the Mountaineer's Guild, including casual clothes, climbing clothes, solid shoes and a basic hat - and most importantly, a basic climbing bag with a capacity of 10 item slots.
The local currency is a small copper coin called an "as", ten of which makes 1 silver "denas". Each character begins the game with 3d6 x 10as, and can buy extra items from the markets. A full list of items can be found in [Items and Inventory](#items-and-inventory).
The local currency is a small copper coin called an "as", ten of which makes 1 silver "denas". Each character begins the game with 100as, and can buy extra items from the markets. A full list of items can be found in [Items and Inventory](#items-and-inventory).
:memo: **Developer Note:** The limited pack space is intended to encourage using consumable items. It also doubles as an interesting choice for the player.
:memo: **Developer Note:** Copper vs. silver coins, as well as other coins from across the continent, are supposed to show how widely people travel to climb the mountain. Some coins in circulation are more valuable in some places than others. For now though, let's keep it simple, with only one currently value, and revisit it later.
# Core Gameplay
:warning: **Attention:** I'm not touching the wording below just yet.
The core gameplay of Curses & Blessings is a combination of roleplay scenarios, combat encounters, and skill challenges.
The core gameplay of Curses & Blessings is a combination of role play scenarios, combat encounters, and skill challenges.
:memo: **Developer Note:** Critical Ranges and Limit Breaks (or bloodied status) are an interesting idea that I toyed with previously, and I do plan on returning to it to see how well they work, once the core rules have ossified.
:memo: **Developer Note:** Critical Ranges and Limit Breaks are an interesting idea that I toyed with previously, and I do plan on returning to it to see how well they work, once the core rules have ossified.
## Roleplay Scenarios
## Combat and Skill Challenges
:question: **TODO:** Detail this - for now, the first playtesters know what RP is.
:memo: **Developer Note:** This section feels longer than it should be, there's something about it that irritates me. I'll probably break skills and combat into two sections in the future.
## Skill Challenges
At certain points during the campaign, you will be presented with an obstacle or series of obstacles that requires rolling a d20, and scoring above a certain target value - these are called "Skill Challenges". When performing a Skill Challenge, you may select a skill your character knows that could reasonably contribute towards overcoming that obstacle; either adding the current level of that skill to your roll, or using some listed effect.
At certain points during the campaign, you will be presented with an obstacle or series of obstacles that requires rolling a d20, and scoring equal or above a certain target value - these are called "Skill Challenges". When performing a Skill Challenge, you may select a skill your character knows that could reasonably contribute towards overcoming that obstacle; either adding the current level of that skill to your roll, or using some listed effect.
On a success, you succeed in overcoming whatever task you were attempting; on a failure, you lose your choice of either one point of Stamina, or one point from that skill's linked attribute. You cannot use a skill if the linked attribute has already been reduced to 0.
On a success, you overcome whatever task you were attempting; on a failure, you lose your choice of either one point of Stamina, or one point from that skill's linked attribute. You cannot use a skill if the linked attribute has already been reduced to 0.
When you fail a Skill Challenge, you may choose to "exert" your character once by spending one point of Stamina to re-roll that attempt - if you do, you must take the new result. If your Stamina ever reaches 0 (either by accident or deliberately), you become [Fatigued](#resting-and-fatigue).
When you fail a Skill Challenge, you may choose to "exert" your character once by spending one point of Stamina to re-roll that attempt - if you do, you must take the new result. If your Stamina (or Fortitude) ever reaches 0 (either by accident or deliberately), you become [Fatigued](#resting-and-fatigue).
## Combat Encounters
:memo: **Developer Note:** Consider advantage & disadvantage.
When you find yourself fending off an attacker, or as an attacker, all participating creatures are said to be in combat. Combat is broken down into a series of rounds, during which each combatant will have the opportunity to act.
At the beginning of each round, all combatants must roll a d20 to determine what order they take their turns in, re-rolling to break ties. Then, starting from the first combatant in the turn order, they may either attack with a melee or ranged weapon, maneuver around the environment for a better vantage point, or they may attempt to flee the battle.
At the beginning of each round, all combatants must roll a d20 to determine their turn order, re-rolling to break ties. Then, starting from the first combatant in the turn order, they may either attack with a melee or ranged weapon, maneuver around the environment for a better vantage point, or they may attempt to flee the battle.
If attacking a target, you must first perform a hit roll by rolling a d20, with the target's current Fortitude as the target value. On a success, you may perform a wound roll by rolling dice based on the weapon or item you are using (attacking while unarmed has a wound roll of 1d6).
@ -152,23 +164,37 @@ When you succeed a hit roll, if you rolled a 20 (the maximum value), this is cal
The damage dealt by the wound roll is subtracted from the target's Health, and the target's Fortitude is reduced by 1. Just as with Skill Challenges, if a combatant's Stamina or Fortitude ever reaches 0, they become [Fatigued](#resting-and-fatigue). Likewise, if their Health reaches 0, they [die](#dying-and-death).
If you decide to maneuver around the environment on your turn, you can position yourself somewhere that is easier to attack from next round, or places you somewhere out of danger. Ranged weapons normally cannot be used on a target adjacent to an attacker, and using a ranged weapon while an enemy is adjacent to you will grant that enemy an additional 1d6 to their wound roll if they attack you this turn.
If you decide to maneuver around the environment on your turn, you can position yourself somewhere that is easier to attack from next round, or places you somewhere out of danger. Sometimes, you may even be able to escape from combat, while abandoning your party members.
If you're in a safe position, with no adjacent enemies, and not within the line of sight of a ranged enemy, you may spend one Stamina and one Fortitude to rapidly flee from the battlefield, safely abandoning the fight. Once again, if your Stamina or Fortitude ever reaches 0, you become [Fatigued](#resting-and-fatigue).
## Climbing and Mountain Sickness
:question: **TODO:** How abstract should distances be?
:question: **TODO:** Fill this out
:question: **TODO:** Climbing takes 3x as much time as descending. Link to the time section here.
:question: **TODO:** Foothills takes one day to climb, dotted caves (surface) takes 2 days, etc. Some skills may make it faster.
:question: **TODO:** Sickness details for each elevation:
1. Nothing
2. Headache
3. Nausea, vomiting and loss of appetite
4. Weakness, fatigue, severe dizziness
5. Movement and exertion becomes harder
6. Disorientation and loss of senses
7. Unknown
:question: **TODO:** There are ways to alleviate the sickness, like skills, local fruits, etc. Skills that make it easier have a prerequisite like: Reach elevation X and return to the city.
## Resting and Fatigue
Climbing the mountain can be taxing on both the mind and body - if your character's Stamina or Fortitude attributes ever reach zero, that character becomes Fatigued. While your character is Fatigued, any combat damage they deal is reduced by half (rounded down), and any combat damage they receive is doubled.
:memo: **Developer Note:** When writing this, I wanted the full effect of fatigue to be reducing the damage dealt by half, reducing movement speed by half, and making it hard or impossible to move up or down the mountain. However, since I haven't written the parts concerning movement and ascension yet, I'll leave the effects of fatigue as a slightly wrong placeholder for the time being - I want to get the draft functioning first, so I can test it, rather than getting everything right on the first pass.
While climbing, if you find a safe location, you may decide to rest - resting can restore your attributes, and allow you to use items (such as healing salves) and take stock of your current situation.
Climbing the mountain can be taxing on both the mind and body - if your character's Stamina or Fortitude attributes ever reaches zero, that character becomes Fatigued. While your character has Fatigued condition, any combat damage they deal is reduced by half (rounded up), and any combat damage they receive is doubled.
While Fatigued, your attributes will not be restored by resting until the Fatigued status is alleviated. To do this, you must sleep for at least 3 segments of time within a 5 segment period; the Fatigued status is removed at the end of this period. Your character may be awake for up to 2 segments of time during this period, such as to keep watch during the night, without disrupting the removal of Fatigue as long as no strenuous activities occur.
While on the mountain, if you find a safe location, you may decide to rest. Resting will restore your attributes and allow you to use items, and sleep.
While not Fatigued, resting takes 1 segment of time, during which each of your attributes may regain 1d6 points, up to their maximum value. You may rest for as many consecutive segments of time as you wish.
While Fatigued, your attributes will not be restored by resting until the Fatigued status is alleviated. To do this, you must sleep for at least 2 blocks of time (six hours) without a break. Once you are no longer Fatigued, you may continue to rest. If you are not Fatigued, you can restore your attributes by resting for at least 1 block of time (3 hours).
## Dying and Death
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:memo: **Developer Note:** Poisons and prosthetics are possible future mechanics. I'm also considering other generic conditions like blindness and deafness. Exactly what effect these will have, I haven't decided yet - they may impact more than just your attributes.
## Distances and Measurements
In this game, distances are abstracted, to allow for ease of gameplay - the four ways of determining distance are Touch, Close, Near and Far. Anything you are holding is within Touch distance. If something is close by, then you could touch it with an outstretched arm with only one or two steps. Something that is Near by is easily reachable, and would be able to hear you if you spoke. Anything outside of this is Far away.
Any items, weapons or artifacts that don't list an effective range would generally have a range of touch.
## The Passage of Time
For climbers on the mountain, keeping track of the current time of day is important, as more dangerous creatures may be active at different times. Rather than following the traditional 24-hour system, one full day on the mountain is divided into 10 "segments" of roughly equal length, beginning from sunrise, while a series of sequential segments is known as a period.
For climbers on the mountain, keeping track of the time of day is important, as different and dangerous creatures may be active at different times.
:question: **TODO:** Ascension and descension will take time, but long stretches of time can be glossed over by the GM - I'll need to add a rough guide for how long each Tiere takes to traverse.
:question: **TODO:** should digging and climbing be moved here?
Rather than following the traditional 24-hour system, one full day on the mountain is divided into 8 blocks of roughly equal size, usually depicted as a circle divided into 8 segments. Closewise from the top are midday, dusk, midnight and dawn, marking the four cardinal points on the circle.
# Items and Inventory