Jul 2, 2022 7:38 pm
The Dice Mechanic
Success/Fail Test: Roll a 1d20; success occurs when the dice lands on a result equal or less than the value specified by the GM. This is usually a character trait, sometimes modified by circumstances.
Effect Test: this is like damage rolls, or mystical healing rolls. These will be a d4, d6, d8, d10, or d12
Opposed Test: This is a Success/Fail test, but the roll is modified by the scale of an NPCs attribute, based on the difference to 10. Example: PC is trying to Sneak past an NPC. This is called a Discreet vs Vigilant test. The PC rolls Discreet, modified by the NPCs Vigilant modifier. If the NPC's Vigilant score is 8, then it's a +2 modifier (difference to 10). So the PC needs to roll equal to or less than the modified Discreet, i.e., Discreet +2.
Social Challenges: The game vagues this up, and simply encourages roleplaying.
Combat: There is a Turn Order, based on Initiative, and each player gets one Move Action, and one Combat Action.
Movement Action: Movement is a bit abstract which I like. You don't need a combat map. A Movement action "represents a meaningful movement in combat". That means stuff like moving into melee and engaging the enemy, a flanking maneuver, switching weapons, standing up from prone, or disengaging (which allows the enemy a Free Attack against you). In case you need a criterion, one Movement action is 10 paces or 10 meters.
- reach and enemy and engage it in melee combat
- take up a flanking position next to an enemy already fighting an ally
- move past an enemy to reach another one that stands further away (enemies that are bypassed may perform a Free Attack)
- withdraw from melee combat (which allows each enemy to perform a Free Attack).
- create a clear line of sight to an obscured enemy
- switch weapons
- stand up from prone (requires a Quick test; If you fail the Quick test, then it takes the whole round to stand, foregoing ypur Combat Action.)
- drink/apply an elixir to yourself
Reactions: responses or follow-ups to other Actions, they can be performed at any time and are not tied to the initiative order.
Free Attack: generally these are triggered by someone else, such as:
- entering melee with someone armed with a Long weapon (unless both have a Long weapon)
- fleeing from melee combat
- moving past someone in melee combat
Combat
Combat Actions are a named misleadingly, it's probably what I would call a Standard Action. It can be an attack or casting a spell or using an ability.
The basic attack is an Accurate vs Defense test if you are the player character.
Remember, the GM doesn't roll dice. When NPCs attack, it's handled via a Defense vs Accurate action by the player character.
Damage depends on your weapon and is again rolled by the PC. NPCs have fixed weapon damage. You subtract your armor from the damage. For players, that's a die roll again.
Note: IIRC, some character classes allow the Accurate trait to be replaced by something else.
Prone: There is no explicit penalty to your attack if you are prone. However, if you are attacking a prone thing that gives you +2 attack and +1d4 damage. For a NPC attacking a prone player, that means -2 to your defense roll and +2 damage.
Characters
The player has to choose archetypes ("classes" like Warrior, Rogue, and Mystic) with an occupation (a specialization like Duelist or Sorcerer). However, these are not hard and fast rules but inspirations and ways to easily create a character. You can make up a character from the ground up ignoring any suggestions the book gives you.
Nevertheless, the options are interesting enough and cover most tropes. The archetypes and occupations come with a short description and suggestions about which attributes, races and abilities are important.
There are 8 attributes in this game: Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong and Vigilant as well as some derived stats like Toughness, Pain Threshold, Defense and Corruption Threshold. I find the main attributes quite self-explanatory. The Pain Threshold (PT) is quite interesting because if you take damage greater than your PT in one round, the opponent gets some nice benefits like another attack or knocking you prone. The Corruption Threshold shows that the game ties the horror element of the setting in the game mechanics.
Character Levels
Characters don't have levels in Symbaroum. Instead, experience points are awarded, accumulated, and can be spent on improving stuff, or buying new abilities. I won't cover that now, but after we get to an xp bit.
The above comes from the CRB, and largely from an excellent post: https://dieheart.net/symbaroum/
Success/Fail Test: Roll a 1d20; success occurs when the dice lands on a result equal or less than the value specified by the GM. This is usually a character trait, sometimes modified by circumstances.
Effect Test: this is like damage rolls, or mystical healing rolls. These will be a d4, d6, d8, d10, or d12
Opposed Test: This is a Success/Fail test, but the roll is modified by the scale of an NPCs attribute, based on the difference to 10. Example: PC is trying to Sneak past an NPC. This is called a Discreet vs Vigilant test. The PC rolls Discreet, modified by the NPCs Vigilant modifier. If the NPC's Vigilant score is 8, then it's a +2 modifier (difference to 10). So the PC needs to roll equal to or less than the modified Discreet, i.e., Discreet +2.
Social Challenges: The game vagues this up, and simply encourages roleplaying.
Combat: There is a Turn Order, based on Initiative, and each player gets one Move Action, and one Combat Action.
Movement Action: Movement is a bit abstract which I like. You don't need a combat map. A Movement action "represents a meaningful movement in combat". That means stuff like moving into melee and engaging the enemy, a flanking maneuver, switching weapons, standing up from prone, or disengaging (which allows the enemy a Free Attack against you). In case you need a criterion, one Movement action is 10 paces or 10 meters.
- reach and enemy and engage it in melee combat
- take up a flanking position next to an enemy already fighting an ally
- move past an enemy to reach another one that stands further away (enemies that are bypassed may perform a Free Attack)
- withdraw from melee combat (which allows each enemy to perform a Free Attack).
- create a clear line of sight to an obscured enemy
- switch weapons
- stand up from prone (requires a Quick test; If you fail the Quick test, then it takes the whole round to stand, foregoing ypur Combat Action.)
- drink/apply an elixir to yourself
Reactions: responses or follow-ups to other Actions, they can be performed at any time and are not tied to the initiative order.
Free Attack: generally these are triggered by someone else, such as:
- entering melee with someone armed with a Long weapon (unless both have a Long weapon)
- fleeing from melee combat
- moving past someone in melee combat
Combat
Combat Actions are a named misleadingly, it's probably what I would call a Standard Action. It can be an attack or casting a spell or using an ability.
The basic attack is an Accurate vs Defense test if you are the player character.
Remember, the GM doesn't roll dice. When NPCs attack, it's handled via a Defense vs Accurate action by the player character.
Damage depends on your weapon and is again rolled by the PC. NPCs have fixed weapon damage. You subtract your armor from the damage. For players, that's a die roll again.
Note: IIRC, some character classes allow the Accurate trait to be replaced by something else.
Prone: There is no explicit penalty to your attack if you are prone. However, if you are attacking a prone thing that gives you +2 attack and +1d4 damage. For a NPC attacking a prone player, that means -2 to your defense roll and +2 damage.
Characters
The player has to choose archetypes ("classes" like Warrior, Rogue, and Mystic) with an occupation (a specialization like Duelist or Sorcerer). However, these are not hard and fast rules but inspirations and ways to easily create a character. You can make up a character from the ground up ignoring any suggestions the book gives you.
Nevertheless, the options are interesting enough and cover most tropes. The archetypes and occupations come with a short description and suggestions about which attributes, races and abilities are important.
There are 8 attributes in this game: Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong and Vigilant as well as some derived stats like Toughness, Pain Threshold, Defense and Corruption Threshold. I find the main attributes quite self-explanatory. The Pain Threshold (PT) is quite interesting because if you take damage greater than your PT in one round, the opponent gets some nice benefits like another attack or knocking you prone. The Corruption Threshold shows that the game ties the horror element of the setting in the game mechanics.
Character Levels
Characters don't have levels in Symbaroum. Instead, experience points are awarded, accumulated, and can be spent on improving stuff, or buying new abilities. I won't cover that now, but after we get to an xp bit.
The above comes from the CRB, and largely from an excellent post: https://dieheart.net/symbaroum/