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Hardcore RPG rule system for Skyrim


baloo42

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Hi everyone,

 

Well, this system is now in it's tenth iteration,

 

Most inspiration (if not all), was taken from my oldschool D&D Dungeon Master Guide! (not familiar with this: this is the root of all RPG's, stemming from the 1980's, when PC games as we know them were almost non-existent)

 

What i have tried to do is blend in elements from the core system into the Skyrim experience, and hopefully with little loss of immersion.

They are simply things to keep in mind as you advance your character, as well as certain aspects during gameplay.

 

Beware, those who choose to venture past these ancient doors,

for gold will become indeed precious, and so will your blood!

 

Please enjoy

 

 

 

<<<<<<<<<< >>>>>>>>>>
COMBAT
- player may not save during combat
- all potion and spell buffs must be done before combat
- may only use healing potions/spells when out of range of attacking enemy
///////////////
- after player death, player may reload before combat
- player has 2 further attempts to win the combat
- if failed on the 3rd attempt, player must now take a "Death Token" and move on to next scenario/exit dungeon!
(note: only one "Death Token" per combat scenario is ever taken in this way - i use dice as my death tokens)
- after player collects three death tokens, see "Death Penalty" section
///////////////
PLAYER INVENTORY
- max items: 3 per article (this includes alchemy ingredients)
- weapons: 5 total (eg. 2 bows, 3 blades)
- armor: 2 full suits (ie. 2 of each article of clothing)
- lock picks/throwing weapons/potions/salt piles/leather strips: 10 max each
[may only craft/find lockpicks >> not purchase]
- arrows: 40 max
- bolts: 40 max
///////////////
HIRING FOLLOWERS
player character must have reached indicated Lvl to be able to hire the follower
- hire your 1st follower - Lvl 5 (extra 500 GP*, this makes a total of 1000 GP)
- hire your 2nd follower - Lvl 10 (extra 1500 GP*, bringing it to a total of 2000 GP)
///////////////
LOCKPICKING
limited to 3 attempts to pick a lock
///////////////
LVL UP
player must first find a place to rest before any Leveling up can take place
///////////////
DEATH PENALTY
this happens once player has collected 3 "Death Tokens"
- player must discard a weapon/armor [roll 6-sided dice: odd weapon /even armor]
(note: this weapon must be one of the 3 highest value items)
- player must also pay a gold penalty in accordance with LVL
- Lvl 1-5 [100GP]
- Lvl 5-10 [500Gp]
- Lvl 10 up [1000GP]
///////////////
ADVANCED RULE VARIANTS:
///////////////
TEMPLE BLESSING
[100GP]
///////////////
HOW TO PAY FOR SKILLS/UNLOCKS:
- buy item amounting to the indicated value, then discard this item
* this indicates value that must be payed by this method, not the total payment
<<<<<<<<<< >>>>>>>>>>
FURTHER NOTES
- all LVL no's are minimum LVL requirements to unlock ability/item
///////////////
Here you can find a character sheet for your convenience
(just copy and paste it to a notepad)

INVENTORY:
5 weapons
2 armor
////////////
3/item
lockpicks/potions/salts/leather strips: 10/item
arrows/bolts: 40 max
////////////
WEAPONS TRAINING
- BLADES (swords&daggers&axes)
MACE/HAMMER
TWO HANDED WEAPONS
BOWS
CROSSBOWS
SHIELDS
DUAL WIELD
TRAPS
STAFFS
MAGIC ALTERATION
MAGIC DESTRUCTION
MAGIC CONJURATION
MAGIC ILLUSION
////////////
WEAPONS CLASS
- Iron = [ALLOWED]
Material steel = [200GP]
Material Imperial= [200GP]
Material silver or Material Draugr = [400GP]
Material Orcish = [600GP]
Material Dwarven = [600GP]
Material draugr honed ou Material Elves = [600GP]
Material glass = [800GP]
Material Ebony = [800GP]
Material Daedric = [1000GP]
////////////
ARMOR CLASS
- HIDE/FORSWORN/FUR: ALLOWED
IRON ARMOR/STUDDED: [200 GP]
STORMCLOAK/IMPERIAL/WARCHIEF/BARBARIAN: [300 GP]
LEATHER/MERCENARY/VIKING: [400 GP]
ELVEN ARMOR: [600 GP]
OFFICER ARMOR: [600 GP]
ORCHISH ARMOR: [800 GP]
GLASS/EBONY: [1000 GP]
DAEDRIC/DRAGONSCALE: [1500 GP]

Your Feedback and Comments are welcome :wink:
<<<<<<<<<< >>>>>>>>>>
Edited by baloo42
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