An Alternative TTRPG
DC= Difficulty Challenge... This is a number set by the GH that you need to meet or beat in order to accomplish a task, succeed at a skill, convince the girl in your group that you are her soul mate :), the number that you need to successfully hit an opponent during combat, or defend yourself from that opponent during combat.
This saves time for game play to flow smoothly instead of searching tables to determine what number you need to try to hit the monster based on their AC, and hit Dice, etc. In SNS, at the 1st level, PC’s will start at a DC of 10 to hit an opponent in combat.
As the PC levels up the “Combat DC” also goes up by 1 point every 3rd level; [also used by the PC when defending during combat, explained later on in the guide ]
1st & 2nd = DC10, 3rd & 4th = DC11, 5th & 6th = DC12, 7th & 8th = DC13, 9th & 10th = DC14
NPC’s = 1st & 2nd = DC12, 3rd & 4th = DC13, 5th & 6th = DC14, 7th & 8th = DC15. 9th & 10th = DC16
There is also the “Task DC” used when needing to perform a task with more effort or certain skills. [determined by the GH per situation. This is fluid and up to the GH]
Open a window = DC5
Break the window = DC10
Throw someone or something through the window = DC15
Jump through the window, spin in the air, and fire your bow = DC18 .. Etc.
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Ok so what is this thing called Armour Class or AC?
*Armour Class is another modifier that you will use when you are on the defensive side of combat.
AC [armour class] is a result of adding your CONstitution modifier to your armour type+, and your helmet+ or Shield+ modifiers.
So lets say your CON is 3, and you chose leather which is +1 and a shield which is +1
Your total AC [armour class] would be 5 [CON + armour type + shield, or helmet]
uh, ok so what do i use this for?
During a combat round there are steps to follow to determine who is attacking and who is defending, either you the PC or the NPC [non-player character] or monster.
These steps start with something called Initiative.
Basically this is a die roll to determine who attacks and who defends.
In SNS the PC’s roll 1D6 [one 6 sided die] each.
The result can be either 1 – 3 which means the PC is attacking, or 4 – 6 which means the PC is defending *NPC’s / Monsters don’t need to roll for initiative.
*Your AC [armour class] comes into play if you are defending.
*During combat there is a DC [difficulty challenge, see Terms page 11] score that each combatant needs to meet or beat in order to strike the opponent, or defend against the opponent.
*For levels 1 – 2, the PC needs to meet or beat a DC of 10, the NPC or Monster needs to meet or beat a DC of 12.
*lets say you roll your initiative on 1D6 and the result is 5
*this means you are on the defensive and the NPC / monster is on the attack.
*the GH [game host] will now roll 2D20 [two twenty sided dice] which are designated the Combat Dice
*one D20 will be assigned to the PC and one to the NPC / monster
*the results will determine if the attack and defense are successful, based also on the DC [difficulty challenge] for this level.
*the GH rolls the 2D20
*because you rolled a 5 for initiative you are defending
*the 2D20 results are;
*NPC / monster = 13
*PC = 7
*the NPC needed a roll of 12 or better, so the attack roll is good
*you [the PC] needed a roll of 10 or better, and you got 7, but because you are defending you now add your AC [armour class of 5] to your D20 roll of 7 which equals 12, so a good defence.
*as a result of adding your AC to your D20 roll you beat the DC of 10, so the GH will deduct one point off of the NPC / monster’s damage roll result.
*the GH rolls for damage from the NPC / monster [for level one you roll one D6 to get from 1 to 6 points of damage], the result is 4
*but because your defence was good the GH subtracts one point from that damage roll for a new total of only 3
*this means you [PC] only deduct 3 points of damage from your HP [hit points, which we will describe later on]
*you had 10 HP and are now down to 7
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