6: Design the Game Mechanics: How Things Work
Hufflepuff & Ravenclaw uses some simple rules
When trying to do something of more than moderate
difficulty, where a skill would be applicable, add the character's skill to the
statistic or quality that best fits the situation. If the character has any
Advantages or Disadvantages that apply, or there are any situational modifiers
(provided by the GM), add or subtract
those as well. This is the Target Number.
If you roll the Target Number or less in a d20, the
character succeeds. A roll of 1 is not always a success - it is possible for a
disadvantage or situational modifier to reduce the character's Target Number to
below zero.
Normally skill use is yes/no - the character either did it
or she didn't. In cases where two people are competing, such as a brawl, the
winner is whoever beat their Target Number by more points - this is called the
degree of success. Someone with Target number of 17 who rolls a 16 might
succeed, but she would lose a contest to someone who had a target number of 5
who rolled a 2, as she only made her roll by 1 point while her competitor made
it by 3.
The GM might use the degree of success to see how well a
character did something, or how quickly, but any roll that beats the target
number is a success.
Looking over your Stats and Skill you might think
"whoa, my character stinks!" To an extent this is true - even a
character's best stat+skill combinations are likely to be around 10, and most
will come out to 3 to 5. Some things to remember: first, the character is only
11. She has plenty of time to get better. Second, rolls are only made in
moderately difficult situations - Even a Bravery + Mischief of 2 will let the
character sneak through a spooky corridor with distant guards with no problem.
It’s only when the guards are closer, or worse, already looking for you, that
the dice come into play.
Finally, your character has an advantage in the form of
Youth. Youth lets you modify your Target Number after the dice after the dice
are rolled - each point of Youth spent increases your TN by 3. If your Target
Number is 5 and you roll an 11 you can spend 2 points of youth to increase you
TN to an 11 and succeed. Youth points come back after each session, so your 7
points are a sizable pool. Plus, since you spend them after the roll they are
never wasted - if you have a TN of 6 and roll an 19 you might decide 5 Youth is
too much to turn it into a success, which is better than spending 4 Youth
before the roll and still coming up short. Your character's Youth diminishes as
she ages, but she's getting better as she ages as well.
Spell Casting
Your character's Magical skills are likely noticeably worse
than her Common skills. This is also intentional - underage wizards are not
supposed to perform magic outside the school, and first years are most often
casting their first spells shortly after arrival. There is one thing that
boosts your character's chances, and that's a Verbal Incantation. Casting a
spell without an incantation is the base difficulty, so loudly proclaiming the
incantation gives your character a +3 situational bonus.
If your character is using a Standard Spell - one taken from
the course books, taught in class and, to be fair, used a lot in the text, the
ease of spell use gives another +3 situational bonus. You should record any
standard spells on your character sheet, when she learns them, along with what
they do. Lumos, Wingardium Leviosa and Expelliarmus are all standard spells
For the most part first year students will be using standard
spells. You don't have to, however. Each year's worth of training in the
magical skill increases the general ability in the type of magic, even if there
isn't a standard spell. There is no standard spell to turn a matchstick into a
needle, but it is First Year Transfiguration, as is any magic that turns a
small inanimate object into another small inanimate object. Second Year
Transfiguration covers turning small inanimate objects into small animate ones,
such as snuff-boxes to mice. At Fifth Year the caster learns to transfigure
herself. Once your character has attended classes you'll get a list of what
First Year covers in each class. You can try to cast a spell more complex than
your year would suggest, but each year of difference in ability gives a -6 on
the roll (yes, that's -6). This can be reduced with a good Astronomy or
Arithmancy test.
Rolls against Qualities
Sometimes the test won't be against a skill but directly
against a quality: a sudden burst of insight, standing fast on a difficult
course, facing a surprising danger. These are direct tests against Intellect,
Fortitude and Bravery with no skill involved.
In these cases, the roll is a d6 against the quality in
question, trying to roll low. Otherwise this is treated the same as a
stat+skill test, with a yes/no outcome and degree of success determined by the
roll.
As you can see, a high quality gives a marginal advantage in
skills but makes a big difference in rolls directly against the quality -
people with 5 Bravery are very seldom driven to flight, and those with a 5
Fortitude almost never surrender.
Health and Damage
Fighting - real, to the death fighting - is very rare at the
school. Students may brawl a little, but it's rare that there's anything more
than a bloody nose or split lip - more likely someone is jinxed to vomit up
slugs. Still, sometime people fall from broomsticks, get careless in Care of
Magical Creatures class or otherwise get hurt.
Health is tracked by your character's Size - the more Size
she has, the more damage she can take. Damage is recorded in Points on your
character sheet.
After she has taken Points equal to half her Size your
character suffers a Minor Wound - this is usually a bruise heavy enough to slow
her down or a blackened and puffy eye that blocks her vision. For many First
Years this comes with one successful hit.
After she has taken Points equal to 2/3rds of her Size she
has a Major Wound - a broken bone, large cut or concussion - and must make a
Fortitude test on d6 to stay conscious.
After she has taken Points equal to her Size she is
unconscious, regardless of her Fortitude. For Size 2 characters, a Major Wound
and unconsciousness are simultaneous.
If she is unfortunate enough to take Points equal to her
Size +10, she's dead. This means that small first years can be easily wounded
and knocked unconscious, but are comparatively hard to kill.
If your character tries to hurt someone, a successful Brawl
check will do 1/3 your Size in Points of damage if you hit them unarmed (round
up), or 2/3 your Size if you use a weapon. For comparison, falling 5 meters
does 1d6 damage (and 2d6 for 10 meters, etc.), so being punched by an adult
male is, on average as painful as a 1 story fall, while a hit with a club is as
bad as a two story fall - though such a fall could be much, worse!
For someone like Hagrid, who is Size 15, his punches are
enough to deliver a major wound to an adult and a blow from a club will almost
certainly lay them low. Hagrid, with his Brawl of 14, is especially dangerous
on this score. Magical Creatures will often have high Brawl and Size scores
along with natural weapons, making them more dangerous still.
For most First Years, fighting is less useful - combine a
low Size and a low Brawl skill and most fights are scuffles that do no harm to
either side before they're broken up. It can take several rolls before anyone
scores a hit, and when they do the results are minor.
Both combatants roll at the same time, as brawling is a
contested action. If both miss their rolls they do no damage to each other, but
the one with a lower degree of failure (i.e., they missed the roll by the least
amount) scuffs her foe up some. If one makes her roll and one misses, the loser
takes full Points. If both make their rolls, the one with the greatest degree
of success does full Points, while the one with the lesser degree of success
does 1 Point less than normal, which could mean the blow does 0 Points.
Here's a quick example - Sky Walker gets into a brawl with a
puffed up first year Gryffindor named, say, Bill Weasley. Weasley has Fortitude
2, Agility 3, Size 2 and Brawl 2. No Qualities are in play, so both students
are using Agility +Brawl for their Target Numbers: Sky has 4+1 = 5, Weasley has
3+2 = 5.
Both students roll at the same time - Sky rolls a 9, Weasley
a 10. The two swat away at each other for a few punches before stepping back
and circling, and Weasley comes away with his hair messed up and robes torn -
Sky missed by 4 points to Weasley's 5, so Sky is the nominal winner of the
contest.
They dive into the fray again - Sky rolls a 3, Weasley a 17.
Sky hit! And better still, Weasley failed! Sky does his full Points of damage,
which, at Size/3, is 1 point. Weasley marks that down, but he's not yet at half
his size. Still, it's obvious that Sky tagged him good.
Here is the point where their friends or a teacher would
break them up in most cases, but let's say they’re the only ones around and
Weasley decides to continue to fight. The next round Sky roll a 15 and Weasley
a 6. Both failed again, but now Sky is just as scuffed up.
Another roll brings another set of failures with 9 and 11,
then a fifth with 7 & 12. The boys are punching, kicking & wrestling
with little skill and less effect.
Finally, on the sixth set of rolls Sky gets a 1 and Weasley
a 5 - both hit. Sky does his full damage, or another 1 point. Weasley hits as
well, but with the lower degree of success his damage is reduced by 1 to 0
Points. Sky blocked enough of Weasley's kick to keep from getting hurt.
Weasley is now at 2/3rds of his Size and in Points of damage
and has taken a major wound! He rolls a 2 on his d6 Fortitude test and stays
conscious, bleeding from a cut on his scalp as he run to find a teacher or
Madam Pomfrey. Sky, while in theory the winner, decides that scarpering would
be the best course of action before the teachers get there.
Brawling is risky and often inconclusive - smart students
rely more on threats, spells and goading their enemies into taking a swing in
front of the teachers.
Wizarding duels are similar, but spells either do no damage
as a jinx or a lot more as, say, sectum sempra.
Experience
Whenever a character successfully uses a skill they make a
check mark next to it. At every school break (so once at winter break and once
at the end of the school year) players can roll against any checked skill. If
they fail in the roll (i.e. they roll over the skill number) the skill goes up
by 1 point. In addition, they are allowed to make a roll against each magical skill
for which they are taking a class. Rolling above the number listed means the
skill improves by a point.
Skill
|
Int 1
|
Int 2
|
Int 3
|
Int 4
|
Int 5
|
-3
|
17
|
17
|
17
|
8
|
3
|
-2
|
17
|
17
|
8
|
3
|
2
|
-1
|
17
|
8
|
3
|
2
|
1
|
0
|
8
|
3
|
2
|
1
|
1
|
1
|
3
|
2
|
1
|
1
|
1
|
2
|
3
|
2
|
2
|
2
|
2
|
3+
|
skill
|
skill
|
skill
|
skill
|
skill
|
Starting at higher than first year
If you decide to allow a PC to start higher than 1st
year(which I recommend only if someone is playing an older sibling rather than
starting the entire group at higher grades) roll for their experience in
magical skills as above, resolving each term before moving on to the next. For muggle
and common skills refer to the chart below for the number of skill points and
restruction son their use. Remember that students loe 1 point of youth per
year, reducing their ability to manipulate die rolls after the fact.
Year
|
Skill Pts.
|
Max pts. in one
skill
|
Max skill w/
advantages
|
2
|
9
|
3
|
12
|
3
|
18
|
6
|
12
|
4
|
27
|
9
|
12
|
5
|
36
|
11
|
15
|
6
|
45
|
13
|
15
|
7
|
54
|
15
|
17
|
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