Specific skills are earned according to the available LXPs and other
factors noted later such as required training time. Each individual
skill is created and defined on a "Skill Card" by the GD. However,
a player may also create Skill Cards through the Specialized skill
category with the approval of the GD for the character's situation.
It is entirely up to the GD or a 3D setting to define each Skill Card.
The Specialized Category is based on one's personal ambitions.
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Skill Details
Professions define which Skill Categories are usually accessible to
a character, since one or more Skill Categories need to be taught to
a character to learn a skill. For example, a character may need the
Mental Category to learn a new language. Besides the skill categories
of General, Reactive, Mental, and Physical, characters can also learn
new and unique skills with the Specialized skill category based on the
player's creativity and wishes. All Specialized skills are defined as
distinct interests of the character based on personal desires and
dreams to achieve specialized goals. When a new skill is written up
and approved by the GD on a Skill Card, a player should keep in mind
that it should directly relate to the profession and be based on
other skills that have been previously learned by the character.
As a rule of thumb for most 3D settings, characters are able to gain
the Specialized and General categories with little or no Professional
employment. However, characters in professional circles are able to
learn higher skill capacities with better skill modifiers (higher
Skill Types) versus the non-Professional characters in these two
categories. The GD and/or player may create Specialized skills as
a character develops. The General Category contains skills that
are common to the character's society, which also includes artistic
and political capabilities. Skills of the General Category can be
learned by all persons, since it can be assumed that most skills
can be self-trained without the need of a teacher. General skills
are therefore available through the raw experience of observing
others in society or by trial and error.
Certain skills also require two or more categories to be able to
learn them. For instance, a Climbing skill might require a character
to possess the Reactive and Physical categories since climbing takes
strength and balance. The GD will determine which skill category
needs to be checked for a multi-category skill and may also require
more than one Skill Check if the situation calls for it. Here is a
list of the five skill categories and the rate of success when using
Chance Dice with the Chance Curve:
Symbol Skill Category Skill Check(Chance Dice)* Quick Description
------ -------------- ------------------------- -----------------
G General (Desire CAPs/2) + Hum.Age Common sense
M Mental Mind CAPs Intellect/insight
P Physical Vigor CAPs Strength/health
R Reactive Reaction CAPs Agility/balance
S Specialized Desire CAPs Will power/creativity
* Each specific skill might have a permanent Skill Modifier that could
alter the chance of the skill functioning when attempted. The GD might
also add circumstantial modifiers, whether positive or negative, to the
skill check according to the situation within the game setting.
Skill Cards can be played outside of Battle, inside of Battle, or during
either, depending on the GD's ruling at the time of game play. Written
on the card is its Name and the Categories required to learn the skill.
Skill Cards have an LXP cost needed to be invested into the skill in
the first place and an average Lore Time to successfully learn, practice,
and master the skill. Once a skill is learned, every Skill Card gives a
fixed skill "Modifier" which can increase or decrease the ability to
perform it. Finally, an Initiative Time (in seconds) will be known
when a skill is attempted, a Duration Time of how long the skill lasts
once it begins, and the skill's Description which included its
requirements, limits, and any other miscellaneous notes. It might
be noted in the skill's Description that a skill might require a
minimum MAP number to be able to start learning the skill. Below
is a sample template of what a skill should look like as well as
three sample skills of similar types:
[A picture can be drawn here]
Skill Name: _______________________
Categories: ___ ___ ___ ___ ___
LXPs: ____ Lore Time:____________
Initiative Time: __________________
Duration Time: ____________________
Skill Modifier: ___________________
Description: ______________________
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Name: Sweeping Blow (Type 1)
Categories: P
LXPs: +5 Lore Time: 1 mo.
Initiative Time: Instant
Duration Time: Combat Round
Skill Modifier: -10
Description: This skill requires a
hand-held weapon and can be
attempted once at the start of any
Combat Round. This skill allows
up to 3 opponents within 5 feet
to be possibly hit by the attack.
The player can attempt an Attack
roll on any foe within 5 feet.
However, on any successful hit,
the attack will always cause 50
points less damage upon each foe.
This skill requires a Vigor score
of 100 or more.
Name: Sweeping Blow (Type 2)*
Categories: P
LXPs: +10 Lore Time: 5 mo.
Initiative Time: Instant
Duration Time: Combat Round
Skill Modifier: +5
Description: This skill requires a
hand-held weapon and can be
attempted once at the start of any
Combat Round. This skill allows
up to 5 opponents within 10 feet
to be possibly hit by the attack.
The player can attempt an Attack
roll on any foe within 10 feet.
However, on any successful hit,
the attack will always cause 25
points less damage upon each foe.
This skill requires a Vigor score
of 125 or more.
* Indicates the next lesser version of the skill must have first been
previously learned to train in this skill. For instance, to learn
Sweeping Blow (Type 3), a player must have previously learned the
Sweeping Blow (Type 2) skill.
Building Skill Cards
Each Skill Card should be constructed to not
allow for possible changes in the skill, since any major change would
be classified as a new skill altogether (Type 2 instead of Type 1 for
example). The GD should allow the player to take out all of the
invested LXPs of a lower-powered skill and invest it into a similar
higher-powered skill if desired. For example, if a character learns
a magical spell called Flame Pebble, which costs 10 LXPs, the GD might
allow the character to unlearn Flame Pebble and use the 10 points to
invest into Flame Stone. Flame Stone is a more powerful version of
Flame Pebble and has an LXP Investment of 15; thus, the character would
only need 5 more LXPs to learn Flame Stone, even though the character
would lose Flame Pebble. The GD might also allow any character to
unlearn a skill to reclaim one-half of the invested score. A
character could dissolve any skill worth 12 LXPs, and get back
(12/2) 6 LXPs to invest in other skills or aptitudes.
There are also some Skill Cards that can be earned that directly
influence statistics other Skill Cards, such as Specialized Skills.
In fantasy settings, magical spells should work as skills for efficiency
with the 3D RPG. The neat thing about this system is skill implementation;
The player can easily play a card to show what is being attempted, or ask
the GD if a Skill Category contains the desired feat that is attempted.
Otherwise, any attempted check must be done with a current aptitude or
aptitude average if a skill has not been learned by the character or
does not work in the given situation (usually at a penalty).
LXPs and Training
The Learning Time of a specific skill is often
correlated with the needed LXP investment. The player can choose to
learn Skill Cards noted on the Professional Skill List as long as the
required LXPs are invested. In other words, LXPs can be substituted
for skills instead of using them on Aptitudes. As a common rule, for
every month of Learning Time listed on a Skill Card for many General
Skills, it should cost about 1 LXP of investment. For example, if
the skill called Picking Locks cost 3 LXPs to learn, it might take
somewhere around 2-4 months to learn it. Of course, some skills
will not follow this pattern at all, since every skill is unique.
Each individual skill's Learning Time is one of many parts of the
total time invested in the Profession, and can vary tremendously
based on setting factors such as the teacher, the amount of time
spent per day training, the desire of the character to learn it,
etc. As an optional rule, the GD might even require a Desire Check
at the beginning of a skill's training. If the check succeeds, the
amount it is made by can equal a percentage of how much faster a
character can learn the skill. In other words, if a character make
a Desire Check by 28 points, then the skill can be learned 28% faster
than the normal rate listed on the Skill Card because of the character's
motivation to learn it. The GD should also correlate the skill's
Modifier with the LXP cost. In the example of Sweeping Blow Type 1,
the modifier is a -10. However, by Sweeping Blow Type 3, the modifier
is at a +20. Thus, the higher the LXP cost, the better the modifier
should be.
Leaving a Profession and Losing Skills
If a character discontinues
professional training altogether and does not continue to use the
skills learned through the profession on a frequent basis, the
character will lose LXPs invested into those skills. One-third of
the LXP investment cost of the lost skills can be reclaimed.
However, the GD might also require the character to immediately
give up certain skills of the profession, especially if the skills
were unique to the profession. As a general rule, if a skill has
not been used for as long as it took to learn it, the GD should
require the character to lose the Skill Card.
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THE 3D BATTLE SYSTEM
Battle takes place in 10 second Conflict Rounds starting action from
the 0th second. In each Conflict Round, a character is allowed to move
up to his Movement number and can make general actions and/or play Skill
Cards. At the beginning of each round, all participants need to check
their Initiative numbers.
Initiative #
Initiative tells when an attack motion first begins
(not necessarily lands) or when a specific action can be started
during the 10 second round. When a conflict starts (could be non-
combative), each character or character group rolls Chance Dice, as
defined previously, against the Initiative number statistic. The
Initiative # is equal to the character's Reaction MAP; Also subtract
the character's Body Flesh% (as a number) for more realism. Depending
on the difference that is rolled between the Initiative # and the
Chance Dice, a character or group will get an INIT-bonus or INIT-
penalty for the Conflict Round. The chart below tells the range of
success or failure and on which second a character or group starts
the Conflict Round on:
INITIATIVE BONUS
Succeeded by: Start Conflict
00 - 25 points 4th Second
26 - 50 points 3rd Second
51 - 75 points 2nd Second
76 - 100 points 1st Second
101+ points 0th Second (Instant)
INITIATIVE PENALTY
Failed by: Start Conflict
01 - 25 points 5th Second
26 - 50 points 6th Second
51 - 75 points 7th Second
76 - 100 points 8h Second
101+ points 9th Second
For instance, if a dragon has an Initiative # of 182 and rolls a 151 on a
Chance Curve, then the dragon has a calculated INIT-bonus of (182-151) 31
and starts on the 3rd second of Conflict. But if Hurgar the Dragonslayer
fails his Initiative number by 17, he must start on the 5th Second. Many
Skill Cards give bonuses to a character's Initiative #. Skill Initiative
Time directly adds to the starting second if it is known not instant.
Attack #
When a character attacks, a Chance Curve is rolled against the
Attack # to possibly make a successful strike. The attack number is
equal to one-fifth of the Desire and Mind MAPs plus Movement or
[(D+M)/5]+[Movement #]. An attack will only cause damage if the
defender's Defense check fails. Many Skill Cards are used with the
Attack #.
Defense #
Only when the attacker successfully rolls an Attack hit, the
character can make a Chance Curve roll against the Defense #. To
completely avoid a blow, the Defense # roll must be successful. The
Defense # is equal to the Reaction and Mind MAPs, plus the Movement #,
all divided by five [(D+M+Movement #)/5]. Defense can be thought of
as the mental reaction to compensate against a blow. With some attacks,
the Game Designer might rule that the Defense # cannot be used at all.
Many Skill Cards are used with the Defense #.
Armor and Protection Ranks
The 3D RPG measures outer defenses as raw
numbers called Armor Ranks, which blocks damage to a character. In
general, an attack will hit a character to one of four areas: Head,
Body, Arms, or Legs. If more than one area is inflicted with damage,
the player should average the Armor Rankings in those places. Armor
Ranking is determined by the material it is constructed from, its
condition, the ability of the person that made it, and its general
design; some armor types are more resilient or less effective against
certain types of damage based on these factors. In general, the Armor
Rank numbers should have a range of defense that manipulates the Damage
Force numbers of weapons offered in the setting (but not drastically
exceed them). Also, most armors should have an Encumbrance Rating
that directly adds to the character's Encumbrance; this number should
be based upon the armor's weight and its freedom of movement it gives.
Since Random Damage is always a factor on an attack, there always exists
the possibility of taking damage on any blow, even with the best armor.
Head Armor Rank
Protection and armor offers a direct reduction of damage
to the head and neck regions. For instance, if a character has Head Armor
Rank of 31 and is struck with a Damage Force of 101, the character takes
70 points of aptitude damage to the Head area (to the Mind CAPs and/or
the Desire CAPs). Also see Toughness for additional damage reduction.
Body Armor Rank
Protection and armor offers a reduction of damage to
the chest, back, and/or abdomen regions. The character takes aptitude
damage to the Body area (to the Vigor CAPs and/or the Desire CAPs).
Also see Toughness.
Arms Armor Rank
Protection and armor offers a reduction of damage to
the shoulder, arm, and/or hand regions. The character takes aptitude
damage to the Arms (to the Reaction CAPs and/or the Desire CAPs).
Also see Toughness.
Legs Armor Rank
Protection and armor offers a reduction of damage to
the groin, leg, and/or foot regions. The character takes aptitude
damage to the Legs (to the Reaction CAPs and/or the Desire CAPs).
Also see Toughness.
Toughness #
The added maximum Desire and Vigor MAPs divided by five or
[((D+V)/5)+BF#] tells an amount of damage that can be subtracted on
every damaging blow from any bodily location hit. For instance, if
the character is hit with 158 points of total damage to the Leg area and
has a Toughness of 53, only 105 points are inflicted to the character's
legs (from the Desire or the Reaction CAPs). This Toughness reduction in
damage happens after any Armor Ranks have first reduced damage, since a
character's internal toughness (muscle, bone, and flesh) is the last line
of resistance against damage. After armor and toughness have subtracted
damage from the attack, the character must then directly take damage to
one or more of the four CAPs, depending on where the blow lands. Just to
note, a character's Body Flesh percentage converts directly into a number
and adjusts Toughness. Logically, the fatter a person is, the more a
damaging blow can be buffered from vital organs, even though some GDs
might decide to play 3D without Body Flesh if they are looking to
simplify things within the system.
Recovery #
This is simply the character's maximum Vigor points divided
by 10. The number tells how much damage is healed each hour of rest,
assuming that a character is under a normal amount of stress and has
gotten a normal amount of sleep. For instance, if the character's
Recovery [Vigor MAP] is at a 147, the character will have 15 points
to equally distribute among the four current aptitudes after 1 hour of
rest (four points per aptitude). After relaxing for 8 hours, the
character would have 120 points to distribute (or 30 points to each
aptitude). The player cannot choose what aptitudes receive the health;
the earned points must be equally divided among the four aptitudes,
even if some of the CAPs are equal to their MAPs. The GD should also
not allow a character to naturally heal back as much points in a day
as the character's Vigor CAP; If the Vigor CAP is down to 23 CAPs,
then 23 is the total healing limit for that day.
Items
Every item in 3D RPG is a card, which includes weapons,
armors, trinkets, transportation, and other such objects that can
be found in the game setting. Item Cards are placed in a stack on
the character sheet. Listed on the cards are at least the necessary
statistics such as the Carried Weight in pounds and average monetary
cost in the setting. An Item Card could be designed to allow a player
to pencil in changes if needed. The Game Designer should not forget to
furnish characters with common items such as bottles, bags, books,
belts, beer, and other items. All item cards that add weight to a
character's Total Encumbrance need to be tallied. Below is a
template for a typical Item Card:
[A picture should be drawn here]
Item Name: ______________________
Carried Weight: ____ Cost: ____
Description & Notes: ____________
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Armor Items
A piece of armor is considered an item card and has an
Armor Ranking, an Area (or areas) it protects, a Weight, a possible
additional Encumbrance Penalty, and a monetary Cost. (Note: The GD
might also give an Encumbrance Penalty to standard items if they are
bulky, abnormal, or hard to carry such as a treasure box or carrying
another person). If a piece of protection becomes damaged, its Armor
Rank falls. Worn armor should be cumulative in protection that is
offered, as well as cumulative in Weight and Encumbrance. As described
earlier, Armor Ranks should have a range of protection and mimic the
Damage Force caused by weapons that are available in the setting
supplement used with 3D. See Damage Force below.
Weapon Items
Every weapon is also an item card and has a Length in
inches, a Bluntness factor (weight in pounds x 10), a Force number,
a Penetration number (or range), a Damage Force number, a Wielding
Rate, and a monetary Cost. Weapon damage is easy to calculate. The
weapon's Length is added to its Bluntness number to give a Force number.
Additionally, the weapon has a Penetration number, which is directly
added to the weapon's Force to give a Damage Force number. When a
character makes an attack, the Damage Force is added to a Random Damage
number and Movement Force, which is described at the end of the weapon
section.
Let's take a regular sword for example. The sword might have a length
of 50 inches, a weight of 8 pounds, and a Penetration number of 24 points.
As a result, the weapon's Force number is calculated to be [50+(8x10)]
130. When adding more damage based on the Penetration number, it gives
a Damage Force of 154 points for the sword. Penetration has a common
range from 1-100 points for common items, and even higher for extremely
sharp, durable, or special weapons. Some special weapons might have a
penetration range from 1-500 such as laser guns in futuristic settings
that could be set at a particular intensity of damage.
Weapon Wielding Rate
A weapon's Wielding Rate is a number that tells how
many seconds it takes to make a strike with the weapon after Initiative
is known and during the Conflict Round. Wielding Rate is equal to the
weapon's Force number minus the character's standard Movement number,
then divided by 10. A weapon's Wielding Rate cannot be a negative number.
As a result, if a character's Wielding Rate is 0, the character can attack
with the weapon on every second after the initiative second is determined.
Generally speaking, if the Wielding Rate is 5 or higher, a character should
not use the weapon because it is cumbersome and too large to successfully
hit with on a frequent basis. If a Wielding Rate exceeds 9 points, there
is no possibility of a character making an attack in the Conflict Round!
Weapon Wielding Rate Details
As an example for Wielding Rate, if a sword
has a Force of 130 (as in the example above) and a character's Movement
is 107, the Wielding Rate is easily calculated to be [(130-107)/10] 2.3
rounded to 2. The character's Movement is therefore a good indicator
of what weapons are "wieldable." If a weapon's Force number is 50 or
more points greater than the character's Movement score, the character
should probably stay away from attempting to wield the weapon. Since
Encumbrance is part of the Movement formula, a character can reduce
carried weight to have a faster means of attacking with heavier and
longer weapons. The GD might want to use a character's "current"
Movement instead of the normal Movement score if a character is tired
or has been damaged; in such a case, it adds that much more realism to
battle with a little more effort. In other words, Wielding Rate tells
the number of seconds that a character must wait before making an attack
(including the current second of the Conflict Round) before a hit occurs.
If a weapon's Wielding Rate is 3 and the character determines Initiative
to start on the 1st second of Conflict, the character then must wait on
second 1, 2 and 3, until an attack is made on 4. Then the character
wielding the weapon must wait again on second 5, 6, and 7 so another
attack can be made on the 8th second. When the 9th second of the
Conflict Round has been completed (not the 10th!), a new Initiative
number will be required by all battle participants and/or groups.
Any new attacks started toward the end of the Round, but not completed,
can be continued into future Rounds only if the character has yet to make
an attack because the weapon was so slow during the initial Round when
the attack started. After the attack finally occurs, the character must
wait until a new Initiative occurs before new attacks can be started,
even though the GD might allow non-attack actions from the character.
Movement Force
Every character can put controlled, bodily force behind
an attack, depending on the character's body weight, carried weight, and
Movement. The character's body and carried weight also adds to the
inflicted damage; every 10 pounds of weight (both body and carried)
gives an extra +1 damage. Additionally, one-half of the Movement number
also adds to the Movement Force number. The player can always determine
the amount of Movement Force based on the situation. For instance, if a
character weighs 190 pounds (including carried weight) and has a Movement
of 70, an additional (190/10) 19 weight-damage points and (70/2) 35
Movement-damage points can be inflicted on the attack if desired by the
player. This gives a grand Movement Force of (19+35) 54 points. Thus,
the player whose character weighs 190 pounds and has a movement of 70
will have a range of 0-54 points to add to the Total Damage if needed.
Using a character's weight and movement can be thought as "putting extra
force behind the attack." Because the character's Flesh Weight is part
of the Total Weight, the fatter the character, the more damage a character
can inflict. In contrast, the more fleshy-weight a character has, the
more hindrance occurs during an attack and when moving. The Movement
Force helps to determine an amount of damage that is inflicted from a
thrown or fired projectile such as arrows and bullets, when considering
its weight and movement.
Random Damage
This type of Damage is a raw point value. The Random
Damage is added to the Damage Force and will only be needed if a Defender
fails its Defense # roll, thereby inflicting damage. Random damage is
rolled on the sum of 2d12 to see the damage according to a 1d10; all
three dice are rolled at the same time. See the chart below.
2d12 Roll: Random Damage Points (1d10) Comments
*21-24 *Damage Glance. Fumble
16-20 No Additional Damage. Weak hit
11-15 **Add 1d10 x1 Points. Normal hit
06-10 **Add 1d10 x5 Points. Good Hit
04-05 **Add 1d10 x10 Points. Excellent Hit
03 **Add 1d10 x50 Points. Critical Hit
02 **Add 1d10 x100 Points. Deathly Hit
* Damage Glance: The weapon's Damage Force is halved and no Random Damage
is given.
** If a natural 10 is rolled for damage on the 1d10, another 1d10 can
be rolled and added to the outcome. This process can occur indefinitely
until a natural 10 is not rolled. The resulting number is then multiplied
against the damage factor to give the Random Damage. Random Damage is
added to the Damage Force of the weapon to determine the total.
Total Damage
To calculate Total Damage on each attack, simply add three
statistics: [Damage Force + Movement Force + Random Damage]. Of course,
the weapon's Damage Force and a character's Movement Force are constants.