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1. INTRODUCTION 2. CHARACTERS
dREAL is a set of rules for roleplaying games about relatively dREAL characters consist of the following elements.
normal people in a world that works like reality. This ruleset
is not designed to support roleplaying heroic characters with Ability Scores
larger-than-life attributes and an ability to triumph against Characters have scores ranging from 3 to 18 in the abilities
impossible odds, nor to simulate the narrative immunity of Strength, Dexterity, Constitution, Intelligence, Wisdom and
main characters in TV shows and comic books. Charisma. A modifier ranging from –4 to +4 is derived from
dREAL tries to simulate, more or less, what life is like in the this score and applied to all relevant dice rolls in the game.
real world.
Skills
Rules Engine Characters have ranks ranging from 0 upwards in a large
dREAL uses the same rules engine as the world’s most popular number of skills. The ranks are applied as a positive modifier to
role-playing game. all skill rolls.
At the core of dREAL is a single rules mechanic. To de-
termine success or failure in a situation of uncertainty, the Hit Points
player (or GM) rolls a d20, adds or subtracts any appropriate A number that indicates the physical well-being of the charac-
modifiers, and compares the total to a target number. If the ter. When a character is healthy and unhurt, this score is at its
total equals or exceeds the target number, the attempt succeeds; maximum. Injuries to the character are reflected in a reduction
otherwise, the attempt is a failure. of this score, and healing/recuperation is represented by the
restoration of the score to its full amount. A character’s total
hit point score is 8 modified by the character’s Constitution
modifier, giving a range of 4 to 12 hit points.
Strength Wisdom
This ability measures a character’s muscle and physical power. This ability describes a character’s willpower, common sense,
The Strength modifier is applied to: perception and intuition.
The Wisdom modifier is applied to:
• skill rolls for skills that have Strength as a key ability
• in a fight, damage rolls (except for non-thrown ranged • skill rolls for skills that have Wisdom as a key ability
weapons) • simple Wisdom checks, for feats of wisdom alone
• simple Strength checks, for feats of strength alone • Will saves
• Power saves
Dexterity Charisma
This ability measures hand-eye co-ordination, agility, reflexes, This ability measures a character’s force of personality, per-
and balance. suasiveness, personal magnetism, ability to lead, and physical
The Dexterity modifier is applied to: attractiveness.
The Charisma modifier is applied to:
• skill rolls for skills that have Dexterity as a key ability
• in combat, all attack rolls and defense rolls • skill rolls for skills that have Charisma as a key ability
• simple Dexterity checks, for feats of dexterity alone • attempts to influence others
• Reflex saves • simple charisma checks, for feats of charisma alone
• Grace saves
dREAL characters can have any of a wide range of skills. Each Task Skill Opposing Skill
is tied to a specific ability. Sneak up on someone Move Silently Listen
A list of skills can be found in Table 4.4. Con someone Bluff Sense Motive
Hide from someone Hide Spot
Skill Ranks Win a car race Drive Drive
Characters have ranks in their skills ranging from 1 upwards. Pretend to be someone else Disguise Spot
(Characters have a rank of 0 in all skills which they do not Steal a key chain Sleight of Hand Spot
possess.) The rank and the ability modifier are added together
to modify all skill rolls.
The higher the skill rank, the more skilled the character, as Taking 10
follows in Table 4.1. On simple ability checks and skill checks, when a character is
not being rushed, distracted or threatened, they may choose to
Table 4.1: Meaning of Skill Ranks Take 10.
The player rolls the d20 as normal, but any result below 10
Skill Ranks Description is treated as if it were a 10. (Alternatively, the player can just
0 No skill at all accept 10 as the result without rolling.)
1–2 Absolute novice Distractions and threats make it impossible for a character
3–5 Amateur to Take 10. A character also can’t Take 10 when using a skill
6–10 Professional untrained, though the GM may allow exceptions for truly
11–16 Expert routine activities.
17+ Master
Taking 20
It is possible to Take 20 on skill checks. When a character has
Skill Checks plenty of time, is faced with no threats or distractions, and
When a character makes use of a skill, a d20 is rolled to when there are no penalties for failing (or when the character
determine the success of the skill use. This takes into account is willing to suffer the penalties for failing), they may choose to
training and experience (skill rank), natural talent (ability Take 20.
modifier) and luck (the roll itself ). Taking 20 is the equivalent of attempting the check over and
When making a skill check, the player rolls d20, applies the over again until the character gets it right. This means the char-
modifier for the relevant ability score and adds the number of acter does not roll d20 but calculates the check result as if a 1
ranks in the skill. This total is compared against the Difficulty was rolled, and then the task was retried and a 2 was rolled, and
Class (DC) of the task. If it equals or exceeds the DC, the then the task was retried and a 3 was rolled, and this pattern
character is successful. continued until the task was successfully completed or the task
The DC is set by the GM according to the nature of the task. was calculated as if a 20 was rolled but still without success.
The higher the DC, the more difficult the task, as in Table 4.2.
Circumstance Modifiers
Table 4.2: Task Difficulties Some situations may make a skill easier or harder to use. To
account for this, the GM may apply a modifier to a skill check
Difficulty Class Description or DC. Usually circumstance modifiers should be +2 or –2.
05 Easy—Virtually no-one will have trouble Modifiers to the skill check represent conditions making the
10 Average—Simple even for the unskilled character’s performance better or worse, while modifiers to the
15 Tough—Hard for the unskilled, but amateurs DC represent conditions making the required level of perform-
can manage ance higher or lower. (Usually the distinction doesn’t matter,
20 Challenging—Simple for a professional, hard but sometimes it is important.)
for an amateur
25 Formidable—Hard for professionals, expertise Aiding Another Character
is desirable Sometimes one character will be able to help another in using a
30 Overwhelming—Hard even for an expert skill, or several characters will work together on the same task.
35 Extreme—Hard even for a master of this skill In this case, one character (usually the one with the highest
40 Nearly Impossible—Even a master will rarely skill) is treated as the leader and makes a skill check as normal.
succeed at this task The other characters must make skill rolls against DC10 (no
Trying Again
If a character fails on a skill check, he or she can sometimes try
again. Many skills, however, have natural consequences for fail-
ing that must be accounted for. Some skills can’t be tried again
once a check has failed for a particular task.
If the use of a skill carries no penalty for failure, a character
can Take 20 and assume that he or she keeps trying until he or
she eventually succeeds.
Hit Points ing and losing no more hit points; if the character does not
Hit points represent how much physical injury a character can stabilize, another hit point is lost.
withstand before falling unconscious or dying. A character’s hit
point total when healthy and unharmed is 8 plus or minus their Dead
Constitution modifier (–4 to +4 usually). If the character’s hit points drop to -10, the character is dead.
Falling Unconscious
If the character’s subdual damage exceeds their current hit
points, that character falls unconscious. At the end of each
minute of unconsciousness, the character has a 10% chance of
waking up.
Lethal Damage
Points of lethal damage are subtracted from the total when
inflicted, representing the accumulation of injury. If the total
falls below 0, the character begins to die.
Dying
If the character falls into negative hit points, that character
is dying. The character immediately falls unconscious. At the
end of each round, the character has a 10% chance of stabiliz-
Skill Pool: The Skill Pool (which could be called the ‘nurture
pool’) is for Skills. Points from the Skill Pool can be spent to
buy ranks in any skill allowed by the GM. The cost is simply 1
point per rank.
Skill Cap: The Skill Cap gives the highest skill rank that can
be bought with Skill Points. Skills cannot be bought above this
cap without express GM permission.
Hit Points: The character’s hit points are equal to 8 modified
by the character’s Consitution modifier.
Finishing Touches: At this stage, other non-mechanical
aspects of the character can be determined. This includes age,
height, weight, gender, occupation and possessions.
© 2005 Morgan Davie 9
8. CHARACTER IMPROVEMENT Practical Experience
For every month of game time, the character can choose three
Characters can improve their skills by increasing their skill skills that the character has regularly used or practiced in the
ranks. Skills have a chance of increase after special training or a previous month. Each of these skills may earn an increase
successful use of a skill for a difficult task. chance.
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