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thedanster7000
2016-08-07, 03:49 PM
Basically, younger relatives want to try TTRPGs, and they're into Minecraft so I thought that'd work. Then I found basically nothing worked for Minecraft, so I was thinking up fixes but there were so many that it seemed easier to create a system, and it tried out some new ideas so I thought I'd put it up here to see what people thought. It's nowhere near finished yet, especially since a lot of reference tables for a lot of items/blocks need to be created.

I want the system to feel Minecraft-y, have a core and then lots of 'mods' so each game is unique and customisable, and to be able to run a traditional Minecraft 'survival mode' game, from start to the Ender Dragon, using random generation and no pre-planning.

Please PEACH and point out any grammatical errors!

Here it is in its current state:


Tabletop Adventure Mode

Tabletop Adventure Mode is a tabletop role-playing game designed to simulate adventures in the worlds of Minecraft. The most common dice used are d10s, and the game uses d4s, d6s, d8s, d10, d12s, and d20s.

It's designed to run with the basic Vanilla rules, with groups feeling free to layer in other rules from Mods to have an end set of rules that is appropriate to the adventure they wish to play in terms of complexity and content.

The system can be used to run written adventures that are unique because of the gathering aspect, but what I'm hoping for is a system that lets a group play without any pre-planning, collecting materials and tools, building bases, exploring the Nether, and eventually defeating the Ender Dragon using pre-made random table to determine the results of exploration, exactly like classic Minecraft.


Vanilla


Characters


Stats

Characters have 5 physical attributes: HP, IR, AGI, KNO, STR

HP: Hit Points, a character's ability to stay standing after suffering physical punishment.
IR: Injury Resistance, a character's physical durability to resist and survive injuries or poisons.
AGI: Agility, a character's speed.
KNO: Knowledge, a character's general understanding and knowledge of the world, and how to create things.
STR: Strength, how hard a character can hit things.

Characters have 3 combat skills: WS, BS, US

WS: Weapon Skill, a character's ability to use melee weapons effectively.
BS: Ballistic Skill, a character's ability to use ranged weapons effectively.
US: Unarmed Skill, a character's ability to fight unarmed.

Characters have 5 non-combat skills: PS, GS, NS, MS, CS

Parkour Skill, a character's ability to run, jump, and climb, whether that be in or out of combat.
Gathering Skill, a character's ability to harvest materials from the land.
Navigation Skill, a character's ability to navigate lands and use vehicles.
Magic Skill, a character's understanding and ability to harness the power of the supernatural.
Crafting Skill, a character's ability to build and create things from the environment.

Character's HP and IR can reach 20, AGI, KNO, and STR can reach 5, and skills can reach 10 as a maximum.


Special Abilities

Characters can get unique abilities called Special Abilities (SAs) that are obtained by spending Character Points (see Character Creation). Some Special Abilities have Prerequisites, which are criteria a character must meet to be able to spend Character Points to obtain the Special Ability, and are specified in brackets after the SA's name.

For example:

SA: Jumper (AGI 1, PS 1), 1, When a character jumps, they may jump an extra metre horizontally or vertically on top of their normal jump distance.

So a character must have at least 1 Agility and 1 Parkour to obtain the Jumper Special Ability, and must pay 1 Character Point to obtain it.

Bear in mind, the prerequisites for some SA will be other SAs.


Character Creation

A character starts off with 10 HP, 5 IR, and all other stats at 0.

The character then has 5 points to designate among their stats (called Character Points, or CPs), but no stat can be increased by more than 2 in this initial points designation.

Here are some pre-made templates to use/modify as you see fit:

The Warrior: 1 HP, 1 IR, 1 STR, 1 WS, 1 BS

The Scout: 2 AGI, 2 BS, 1 PS

The Survivor: 1 HP, 1 WS, 1 GS, 1 NS, 1 CS

The Martial Artist: 1 IR, 2 AGI, 2 US

The Mage: 1 KNO, 2 GS, 2 MS


The Environment


Scale

When in a combat or otherwise life-or-death scenario, everything is measured in metres; the approximate length of a face of a Minecraft block. Characters are 1.85 meters tall (about 6 feet) and 0.925 metres wide.

When exploring or gathering materials, everything is measured in Chunks (bear in mind this is not equal to the size of an actual Minecraft chunk), which is the average size of a Biome (an area of land with particular characteristics).


Biomes

Every Biome contains different materials and monsters, and new ones can sought out with NS checks (see Skill Checks).


Exploration

When travelling to a new biome, the GM refers to the Biome table and rolls to generate what Biome the characters find. Travelling to a new biome takes 12 hours.


Food
A character can go without food or water for a number of hours equal to their IR + 15, then lose a HP each hour after that.


Carrying Things
A character can hold a number of items (this refers to weapons, tools, armour, a piece of food, and blocks) (when gathering, any materials they bring back don't count towards this) equal to their STR + 8.


Using Skills


Skill Checks

When an entity isn't actively opposing an action that you are trying to perform, this is a Skill Check. A skill check involves rolling a d10 and adding your number of CPs in the relevant skill, if the result is greater than 7, it's a success, else it's a failure (a roll of 1 is always a success).

If a GM feels it necessary to use an attribute for a skill check instead of a skill, simply double the attribute for the purposes of the check. I advise that for any checks involving a reasonable amount of movement, the character take a Parkour check rather than an Agility one. This is because Agility has other benefits, thus players should be rewarded for taking Parkour skill levels in situations that are ambiguous as to Parkour or Agility.

Knowledge checks should be used to notice or spot things that are hidden or not obvious, physically or otherwise...


Contests

An action that is being actively opposed is a contest, and involves rolling a d10 before adding any relevant modifiers. The opponent will provide a number that you have to try and roll higher than to succeed in your action (sometimes an identical d10 roll).


Death Checks

When a character is reduced to 0 HP or less, and whenever they take damage while under 1 HP, they must make an IR Skill Check with their number of HP below 0 taken away from their IR score. If they fail, they die, if they succeed, they hang on (for now, at least).

For example: Sam is knocked off a cliff by some exploding TNT. The damage from the explosion and the fall was enough to bring Sam to -2 HP. Sam immediately makes an Death check and rolls a 7. Sam's IR score is 7, so if he were at 0 HP he would survive, but he's at -2 HP, so he takes 2 off of his IR score: 5. Less than his IR roll, so he dies.


Parkour Checks

When a character must dodge a dangerous obstacle, or scale a wall quickly, they make an Parkour Skill Check.

For example: Sally is in a mine and steps onto a track. She suddenly sees a minecart coming down the track towards her. The GM decides she must make an Parkour Check to jump out of the way. She has a Parkour Skill of 5 and rolls a 3; she jumps out of the way and the minecart goes barrelling past her.


Gathering Checks

Gathering checks are different to other ability checks. A character will go out into the biome they're in, searching for materials for a specific item, substance, or structure. The thing they're trying to produce will have a success number, accompanied by the amount of time a single search for its materials will take. The player declares their character's going off to get materials for this item, rolls a d10, adds their GS, applies any modifiers from the biome and/or tools, and compares it to the product's success number, if it has been equalled or beaten, the character has returned to their original position (or anywhere in the biome they can access easily) with the required materials. If it hasn't been equalled, the character may either give up and lose their acquired progress, or search again for another of the listed time period with an additional positive modifier to the d10 roll equal to the number they rolled on the previous GS check (with modifiers).


Navigation

If a character wants to find a specific biome when they're travelling and don't find the the one they want, they may re-roll the biome a number of times equal to their navigation skill, the final roll being the applied one if they don't roll the number they want.

A character can use their navigation skill to try and locate landmarks such as structures/villages/dungeons or specific mobs.


Magic Skill

A character use this skill to craft potions or enchant items.


Craft Skill

Used to make crafted items better. When a character has collected the materials to make a tool or weapon, a character may opt to make a craft check to improve its quality. The crafter makes a Craft Skill Check, reducing his effective craft skill by X. He cannot reduce his effective craft skill below 0 in this way. If he is successful, the tool or weapon becomes a +X version of itself. This can only be done once per weapon and only while it's being crafted.


Resting

Remaining still and not participating in combat for 12 hours restores half a character's HP. If there's a bed available, it restores all their HP.


Combat


Rounds

A combat round is 2 seconds long.


Turns

The combatants take turns, going from the one with the highest AGI to the lowest. On a tie, characters beat mobs and other ties are resolved randomly.


Movement

An entity can move a distance equal to 5+AGI metres each round. They can run 5+(AGI x 2) if they don't attack on that turn. Vertical movement is treated the same as horizontal; a player can jump 1 metre, and climb a metre with 3 points of movement with a successful Parkour Check, else they fall.


Other Actions

A character may eat a golden apple or drink a potion instead of attacking on a turn.


Attacking

To hit someone with a melee weapon, the target needs to be within a metre of you. You then roll a d10 and add your WS, then take away the higher of the target's WS, US, or AGI. If the result is equal to or less than 5, you hit them. A lot of weapons will have a +1 or a +2, etc. You add this to your WS when attacking or defending from an attack, but the bonus is limited to your STR score (or WS, in the case of swords). A 1 is always a hit.

To hit someone with a ranged/thrown weapon, the target needs to be within sight of you, but not within a metre. You roll a d10 and add your BS, then take the target's AGI and distance in metres/5 (shooting down provides no penalty). If the result is equal to or less than 5, you hit them. +X bow bonuses can only be benefited from by a character with an equal or higher BS score.

To hit someone with an unarmed attack, the target needs to be within a metre of you. You then roll a d10 and add your US, then take away the higher of the target's US or AGI. If the result is equal to or less than 5, you hit. A 1 is always a hit.

To aim a ranged/thrown attack at something other than an entity, attack as normal but you get a +2 bonus to hit it. To hit small/large targets, anything the size of one block is -1, anything smaller is -2, anything 3 blocks is +1, anything 4 is +2, etc.

Missing: If missing matters, it hits a completely random location within a number of metres equal to the margin of failure of the target (cannot hit the target they missed). Anyone this would hit has the original attack roll applied to them. For example: Ralph shoots at a skeleton, Ralph has a BS of 1 and the skeleton has an AGI of 2, 6 of less, Ralph rolls a 5, Ralph misses. His missed arrow then flies towards a zombie, which has AGI 0. So Ralph's original roll of 5 would hit the zombie, so it does.


Waiting

A character can wait until something else has happened (an entity moves into melee range or around a corner, a button is pressed, etc.) and then interrupt the other entity's turn to perform its action.


Damage

Weapon Damage: By default, a wooden item deals 1d4, stone/gold 1d6, iron 1d8, diamond 1d10. Swords add the attacker's WS and STR (everything else just adds STR), axes use a die higher (e.g. wood uses d6, diamond uses d12), and spades use a die lower (e.g. wood uses d3, diamond uses d8). Bows do 1d8. +X bows deal their +X in extra damage, provided the user has an equal or higher STR score.

Unarmed Damage: By default, an unarmed attack does damage equal to the higher of your US or STR (cannot be below 1).

Improvised weapons: A block or anything reasonably sturdy does damage equal to strength+1 blocks can only be thrown up to a number of metres equal to the thrower's STR.

Damage Resistance: Armour will provide damage resistance, which is a number taken away from all incoming damage. This cannot reduce damage from a melee attack below 1 (it can reduce unarmed attacks and bow damage to 0 though).

Multiple attacks: If an entity is attacked more than once in a single round, they take away 1 from their AGI, WS, or US for each attack made against them already resolved that round respectively for the purpose of applying penalties to subsequent attacks (this can reduce the penalty below 0).


Critical Hits

If a character rolled a 1 on their attack roll AND hit, they double the number on the die they roll when calculating damage (e.g. Sally gets a critical hit with a + 2 bow. She rolls 6 on her d8, doubles it to 12, then adds the bow's +2 for a total damage of 14).


Armour

Each piece of armour gives the same DR boost (apart from breastplates, which give an extra +1 DR), and that DR boost equals the DR value of its material: Leather +1, Gold +2, Chain +2, Iron +3, Diamond +4.

When wearing Gold, Iron, or Diamond armour, a character's AGI is effectively 0 for the purposes of calculating Movement and Attack rolls against you.


Hitting 0

Entities that are at less than 1 HP fall down onto the block they're currently on and the block behind them (falling if there was no block behind them). They immediately make a death check on reaching 0 HP or lower, and do so whenever they're damaged thereafter.


Kicking them while they're down

Melee attacks against characters that have fallen over due to HP loss (or are otherwise helpless) hit automatically, and ranged attacks against them don't apply the target's AGI to the attack roll.


Explosions

An explosion has an explosion level of X, the explosion does dX damage minus the distance in metres from the source of the explosion.


Random Encounters

Random encounters are the characters accidentally running into mobs while either exploring or staying in a base at night.


Night time

During the night (between 9 PM and 5 AM), each party HAS to roll on the random encounter table. Roll 1d4+1 times on the random encounter table at +2.


Exploration

When travelling, gathering, or navigating (not to a mob) during the day, there's a high chance a character will encounter mobs. Roll 1d3 times on the appropriate encounter table.

If you set out on one of these tasks after 9 PM, you roll 1d6 times on the table at +3, with +1 on all frequencies!


Random Encounter Tables

Grassy Overworld (d20): 1-5 1d4 Zombies, 1-8 1d4 Skeletons, 9-10 1d2 Creepers, 11-15 1d2 Spiders, 16 Witch, 17-18 Random-Sized Slime, 19 1d2 Spider Jockeys, 20 1d3 Cave Spiders, 21-22 Enderman, 23 1d6 Zombie Pigmen, 24+ 2 Endermen.


Random Terrain Generation

If you went to gather materials for an item with materials underground, or you're looking for a monster during daytime, or you're navigating to an underground structure etc. generally if you're going underground, there's a 3-in-4 chance you're underground when a random encounter happens.

These tables can be used to generate random terrain for the encounter if it is so wished. These are not set-in-stone rules, but are intended to help GMs improvise.

Plains/Desert: 1d4: 1=characters have high ground, 2-3=neither party has high ground, 4=enemies have high ground.
1d4: 1-3=no landmarks, 4=1d4: 1=river on characters' side, 2-3=river in middle, 4=river on enemies' side.

Forest/Tundra: 1d4: 1=characters have high ground, 2=character are on trees (1 penalty to shoot through leaves), 3=enemies are on trees, 4=enemies have high ground.
1d4: 1=river through middle, 2-3=a few trees to be placed as cover, 4=dense brush (1 penalty for ranged attacks and move reduced by 3).

Swamp: 1d4: 1=solid land, 2=solid land next to water, 3=2d4 islands, 4=1 island.

Jungle: dense brush 1d6: 1=characters are up on trees, 2-4=nothing, 5=river through middle, 6=players are on trees.

Hills/Mesa: 1d4: 1=characters have mild high ground, 2=2d4x10 foot drop down 1 side, 3=2d4x10 foot drop in the middle, 4=enemies have mild high ground.

Mushroom Islands: 1d2: 1=on top of a mushroom, 2=each party on top of a different mushroom.

Ocean: 1d4: 1=a small island, 2-3=nothing, 4=a shipwreck.


Monsters

Zombie: 1d4 chance it's a Zombie Villager. 1d4 chance they're carrying a d6 damage spade.
10 HP, 1 STR, 0 AGI/KNO, WS 0, US 0, 1d4+1 maul/1d6+1 damage spade.
Drops: Any items it's carrying.

Skeleton: 1 in 100 it's riding a skeleton horse.
10 HP, 0 STR/KNO 1 AGI, BS 2, 1d8 bow.
Drops: 1d4-2 bones, 1d8-7 bows.

Creeper: 1 in 20 that it has an explosion rating of 2d10 and 10 HP.
6 HP, 0 STR/AGI/KNO, when a hostile entity steps next to it, it prepares to explode, then at the end of its next turn it explodes with an explosion rating of 1d20 (it dies automatically, but doesn't drop loot if it explodes).
Drops: Music Disc when shot by a skeleton.

Spider: 1 in 20 chance it's giant; 10 HP, 1d6 damage.
8 HP, 1 STR/AGI 1 KNO, US 2, 1d4+1 bite. Can move vertically at no penalty.

Witch: 1 in 20 it's riding a zombie horse.
13 HP, 0 STR 2 AGI/KNO, BS 2, 1d20 damage potion.
Drops: Random potion of healing, regeneration, or fire resistance.

Slime: 1 in 6 it's an unusual colour.
A slime breaks down into 2 of the smaller form when killed, which appear within a metre of the dead slime.
Big: 8 HP, 2 STR 0 AGI/KNO, US 1, 1d6+2 damage slam.
Small: 2 HP, 1 STR 0 AGI/KNO, US 1, 1d6+1 damage slam.
Tiny: 1 HP, 0 STR 0 AGI/KNO, US 1, 1d4 damage slam.

Cave Spider: 6 HP, 0 STR/AGI 2 KNO, US 2, 1d6+2 bite. Can move vertically at no penalty.
Drop: Splash Potion of Poison.

Enderman:
20 HP, 1 STR/KNO 2 AGI, US 2, 1d8+1 punch. Can teleport to a point within 10 metres once every 4 rounds. Takes d8 damage in water.
Drops: d3-1 ender pearls.


Items

Wood>Stone>Gold>Iron?Diamond

The search takes a number of hours equal to the item's success number.

Item Name, Success Number, Biome Mods, Tool Mods, Requirements, Success Modifier.

Bow, 5, Forest+1, Swords, None, +4.

Wooden Axe, 1, Forest+1, Axes, None, +1.
Stone Axe, 2, None, Picks, Wood Pick, +2.
Gold Axe, 4, None, Picks, Iron Pick, +2.
Iron Axe, 5, None, Picks, Stone Pick, +4.
Diamond Axe, 8, None, Picks, Iron Pick, +5.

Wooden Pick, 2, Forest+1, Axes, None, +1.
Stone Pick, 3, None, Picks, Wood Pick, +2.
Gold Pick, 5, None, Picks, Iron Pick, +2.
Iron Pick, 6, None, Picks, Stone Pick, +4.
Diamond Pick, 9, None, Picks, Iron Pick, +5.

Wooden Sword, 2, Forest+1, Axes, None, +1.
Stone Sword, 3, None, Picks, None, +2.
Gold Sword, 5, None, Picks, Iron Pick, +2.
Iron Sword, 6, None, Picks, Stone Pick, +4.
Diamond Sword, 9, None, Picks, Iron Pick, +5.

Wooden Scythe, 1, Forest+1, Axes, None, +1.
Stone Scythe, 2, None, Picks, Wood Pick, +2.
Gold Scythe, 4, None, Picks, Iron Pick, +2.
Iron Scythe, 5, None, Picks, Stone Pick, +4.
Diamond Scythe, 7, None, Picks, Iron Pick, +5.

Wooden Shovel, 1, Forest+1, Axes, None, +1.
Stone Shovel, 2, None, Picks, Wood Pick, +2.
Gold Shovel, 4, None, Picks, Iron Pick, +2.
Iron Shovel, 5, None, Picks, Stone Pick, +4.
Diamond Shovel, 6, None, Picks, Iron Pick, +5.

Leather Helmet/Legs/Boots, 3, Plains+1, Swords, None, N/A.
Leather Chestplate, 5, Plains+1, Swords, None, N/A.

Gold Helmet/Legs/Boots, 5, None, Picks, Iron Pick, N/A.
Gold Chestplate, 6, None, Picks, Iron Pick, N/A.

Chain Helmet/Legs/Boots, 5, None, Picks, Stone Pick, N/A.
Chain Chestplate, 7, None, Picks, Stone Pick, N/A.

Iron Helmet/Legs/Boots, 6, None, Picks, Stone Pick, N/A.
Iron Chestplate, 8, None, Picks, Stone Pick, N/A.

Diamond Helmet/Legs/Boots, 8, None, Picks, Iron Pick, N/A.
Diamond Chestplate, 10, None, Picks, Iron Pick, N/A.

1 Food/Water, 4, Desert -1, Bows/Scythes, None, N/A.
3 Food/Water, 5, Desert -1, Bows/Scythes, None, N/A.
5 Food/Water, 6, Desert -1, Bows/Scythes, None, N/A.


Structures


Building Stats

Toughness – The hardness of the structure’s materials.
Height – The number of floors the structure has.
Density – The width and security of the structure’s outer walls.
Size – The number of people/the amount of loot that can fit in the structure.
SR: Structure Rating – The overall security of the structure from siege.
HP: The lower a structure’s HP, the greater its overall state of disrepair. When its HP reaches 0, creatures can freely enter the structure.


Building Structures

Building a structure requires you to outline the different stats and extra features of the structure before making Gather checks to build it. By default, all structures are assumed to have a door.

A structure’s Height, Density, and Size can never be below 1. A structure’s Density can never be greater than its Size.

A structure’s Gather DC equals its ((Height + Size) x Density) + Applicable Extra Features.

Extra features: Open roof – An amount of creatures equal to the structure’s (Size x 2) can stand/shoot off of the roof, the structure can be flown onto by flying creatures (attacks made to an open roof don’t subtract Density from damage) and the structure takes an extra 2 damage when hit by a war machine, +0 DC; Arrow Slots – An amount of creatures equal to the structure’s Size can shoot out of the structure, the structure has -1 SR, +1 DC; Moat – The structure has +1 SR, +3 DC; Lava Moat ¬– The structure has +2 SR and there’s a 1-in-6 chance any undead creature attacking the structure is killed, +8 DC; Iron Door – The structure has +1 SR, +2 DC; Wall-Mounted War Machine – The details are down to the War Machine, +2 DC.

A structure’s SR equals its (Density + Applicable Extra Features).

A structures HP equals its (SR x 4).


Sieges

A creature can attack the wall with a melee or explosive attack and hit automatically, subtracting the structure’s density from the damage, and applying the damage to the structure’s HP. A creature with a ranged attack can shoot at anyone shooting from inside the structure or on its roof. A creature with teleport can choose to teleport inside the structure automatically. Endermen within attacking distance of a structure may teleport away from it (taking it apart) to deal 3 damage to the structure. A human may attack the wall with a pickaxe to ignore the structure’s density on the attack.

GriffinSanders
2016-08-09, 09:39 AM
Just might be adopting some of these rules for the more Minecraft savvy in my group. Excellent work!

thedanster7000
2016-08-09, 11:37 AM
Just might be adopting some of these rules for the more Minecraft savvy in my group. Excellent work!
Thanks! Took a bit of fiddling and lots of tables to make it runnable without planning, so depending on what you're using, having any particular list on-hand could help when running.

Capt. Infinity
2016-08-21, 12:50 PM
Hey, interesting thing you got going here. Quick question though. Don't you feel that the current setup for skill checks makes doing anything kinda hard? Even if you put the max of 2 ranks in a skill, you still fail 4 times out of 5. Are you meant to add a relevant Attribute on top of the relevant skill? That could be inferred by the fact that you double an Attribute score for a raw Attribute check, but I can't be sure based on the current wording. Apologies in advance if I was just missing something in reality.

thedanster7000
2016-08-24, 03:01 AM
Hey, interesting thing you got going here. Quick question though. Don't you feel that the current setup for skill checks makes doing anything kinda hard? Even if you put the max of 2 ranks in a skill, you still fail 4 times out of 5. Are you meant to add a relevant Attribute on top of the relevant skill? That could be inferred by the fact that you double an Attribute score for a raw Attribute check, but I can't be sure based on the current wording. Apologies in advance if I was just missing something in reality.
Very good point, this is something I meant to deal with in the fashion of the skill contests, only I felt I'd need at least a small list of DCs as such else an untrained skill would be 50/50 by default. I haven't got around to writing any DCs yet and would prefer to have a lower % chance of success on the 'default' check than 50/50. Perhaps having it be a d20 and adding the skill to 5? Or maybe 2d10 as a bell curve?

EDIT: Decided to keep with the high roll theme and add your CPs to a d10 and try to get higher than 7.

Capt. Infinity
2016-09-03, 10:54 AM
Very good point, this is something I meant to deal with in the fashion of the skill contests, only I felt I'd need at least a small list of DCs as such else an untrained skill would be 50/50 by default. I haven't got around to writing any DCs yet and would prefer to have a lower % chance of success on the 'default' check than 50/50. Perhaps having it be a d20 and adding the skill to 5? Or maybe 2d10 as a bell curve?

EDIT: Decided to keep with the high roll theme and add your CPs to a d10 and try to get higher than 7.

Hey, that works. Seems like a reasonable margin of success. At least more so than it was originally. :smallsmile: