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# SotDL Main Differences From D&D 5E. ## Dice - You will only need a **D6** and a **D20**. All other dice are not used outside of any homebrew. ## Rolls Rolls generally involve a D20. Added and subtracted to the D20 are modifiers, but there's no disadvantage/advantage. Instead players roll **"Bane/Boon"** which is a D6 which is subtracted/added to the roll. **Banes and Boons** cancel each other out. If you have multiple you roll multiple D6 and add or subtract the highest roll. **Example:** *Roll a d20 + 3 Boons rolls 7 with (2 4 1). You keep the 4 and the total is 7 + 4 = 11.* ### Out of Combat There are no "saving throws" or "skill checks" that have a DC of X. Instead all rolls out of combat fall into *Skill Challenges* or *Opposed Rolls* - **Skill Challenges** ALWAYS have a target number of 10 to meet or exceed. Challenge difficulty is modified by modifiers, more checks, and Banes/Boons. The number does not change. - **Opposed Rolls**: When Initiating a Social Attack or direct opposite check both parties **DO NOT** roll. Instead, the initiator rolls the relevant stat and its compared to the other's stat. **Example**: *If trying to deceive a creature you must roll an Int check with a target number equal to their Int.* ### In Combat - Attacks function the same as 5e except your stat modifier is **NOT** added to your damage. There is also no proficiency, rather just a modifier and any banes/boons. **Example:** *Making a melee attack with 1 boon against a creature with 11 AC, you have 11 Str. Roll D20 + 1d6 + (strength modifier): you roll 9 + 1 + 1 = 11. This is a hit. The weapons damage is 1d6+1 so you do (4)+1 = 5 damage.* - There are **no critical hits or critical misses** on Nat 20 and Nat 1 unless using alternate/homebrew rules. For the purposes of MY game, we will add an extra 1d6 damage on a natural 20. - Contests in combat (grabbing, escpaing, etc.) function the same as social opposed rolls above: roll vs. other's relevant attribute. #### Initiative - **You do not roll for initiative.** - **Each round is broken into: Fast Turns, Slow Turns, End of Round.** Players choose to act in Fast or Slow turns, they always act in that section before creatures. Players choose among themselves their order. Fast turn entail: Move **or** Action. Slow Turns Entail: Move **and** Action. \columnbreak ## Making Characters - **You do not roll for attributes** - Levels go from 0 to 10 (unless homebrew). - **THERE ARE NO SKILLS**. Instead you choose professions which determine your narrative "skills." - **You choose your first "class" at level 1,** not 0. Classes are more customizable but less powerful/complex than those in 5e. You choose only your race and background at level 0. - Character power is overall much lower. You may become powerful heroes by 10, but you will not be shaping the world like near-gods as per level 20 in 5e. ## Magic (Pg. 110) - You learn spells when your class gives the option to, you can only learn spells in traditions you know. When you learn a new tradition you learn a level 0 spell from it. Whenever you learn a new spell, you can exchange a spell you have previously learned for another spell of the same or lower rank, or you can discover a new tradition - You do not have "spell slots." Instead you have power levels and higher power lets you cast more spells. But *each spell* has its own casting count. ### Casting Chart (Pg. 112) | Power | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | | :--- | - | - | - | - | - | - | - | - |- | - | - | | 0 | 1 | - | - | - | - | - | - | - | - | - | - | | 1 | 2 | 1 | - | - | - | - | - | - | - | - | - | | 2 | 3 | 2 | 1 | - | - | - | - | - | - | - | - | | 3 | 4 | 2 | 1 | 1 | - | - | - | - | - | - | - | | 4 | 5 | 2 | 2 | 1 | 1 | - | - | - | - | - | - | | 5 | 6 | 3 | 2 | 2 | 1 | 1 | - | - | - | - | - | | 6 | 7 | 3 | 2 | 2 | 2 | 1 | 1 | - | - | - | - | | 7 | 8 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | - | - | - | | 8 | 9 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | - | - | | 9 | 10 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | - | | 10 | 11 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | - **Example**: *You have spell power 2. You know 2 level 0 spells (cantrips), 2 level 1 spells, and 1 level 2 spell. You can then cast EACH of you 0 spells 3 times, EACH of your level 1 spells 2 times, and your level 2 spell 1 time.*