[dragonraid] Re: DoubleStar DragonRaid Rules

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From: Joseph K Revesz <joerevesz@...>
Date: Sat, 12 May 2001 08:41:43 -0400
Rodney writes:

I will first admit to having very little to no experience with d20 rules 
But some things in this conversion seem a bit odd.

>DoubleStar in General Ability Checks:
>If the LightRaider needs to make a normal ability check, he adds the 
>Ability
>score to a roll of the DoubleStar and compares that to the Target 
>Number the
>Adventure Master has set.  If the LightRaider matches the Target 
>Number or
>greater, he is successful.  

Possible roll = 10 (skill) + 20 (DS roll) = 30

>The Target Number is the same thing as
>Difficulty Level (DL) plus ten (10).  

Possible TN = 10 (DL) + 10  = 20

>For example, Faxmore has a 
>Listen of
>6.  He is trying to hear what is behind the door, a Difficulty Level 
>of 7

In DR anyway, DL 7 is excessively difficult for a wooden door.

>because it's hard thick oak.  So he would need to score a total of 17 
>(DL +
>10 = 17).  Since Faxmore has a Listen of 6, he rolls a DobuleStar and 
>adds 6
>to it.  If his score is 17 or higher, he succeeds in Listening to 
>what's
>behind the door.  You could also say that he needs to roll 11 or 
>better on
>the DoubleStar.  DL of 7 plus 10 = TN of 17 - 6 for Faxmore's Listen 
>Ability
>rating = 11.

>DoubleStar Battling Sin Enchantments:
>If a LightRaider is exposed to an enchantment, the Adventure Master 
>rolls
>the ShadowStone to determine its Difficulty Level, and adds ten (10) 
>to it
>to determine Target Number (TN).   

Don't you mean ChaosRock here?

TN = SSt + 10 = 18 max.

*TN = CR + 10 = 28 max

>The LightRaider rolls the 
>DoubleStar and
>adds his defending Character Strength.  If the LightRaider rolls equal 
>to or

Again, with a 10 in a Character strength, the player could roll a max of
30. 30 versus 18 seems too scewed to the player's advantage.  Smacks of
Monty Haul.

>over the TN, he succeeds in overcoming the enchantment.  If he fails 
>this
>roll, he must roll a DoubleStar adding his Shield of Faith against 
>the
>Target Number to see if any spiritual damage is incurred.  If he fails 
>that
>roll, he will lose 1 to 8 maturity units from the Character 
>Strengths,
>depending on the Difficulty of the enchantment.  For instance:  if 
>the
>Difficulty Level is 7, the LightRaider loses seven maturity units from 
>his

Again, a max of 30 versus a max of 18.


>Character Strengths.  The player must act as if his character believes 
>the
>erroneous thought or is affected by the enchantment, until rescued by 
>his
>companions.

So you need four dice for all of this:

SL
DS
SSt
CR

>DoubleStar Sin Enchantment Battle Summary

>Step 1:  Enchantment Attack

>Adventure Master rolls the Shadow Stone to find the Difficulty Level 
>of the
>Enchantment, and calculates the Target Number by adding ten.

Again, max roll of 18.

>Step 2:  LightRaider Defense Level 1

>LightRaider rolls DoubleStar plus Character Strength equal to or over 
>Target
>Number.

Max roll of 30.

>If successful (rolls equal to or over the Target Number), he has 
>resisted
>the enchantment; if the roll failed, he falls under enchantment and 
>goes on
>to step 3.

>Step 3:  LightRaider Defense Level 2

>LightRaider roll a DoubleStar adding his Shield of Faith against the 
>Target
>Number again.

>If successful (rolls equal to or over the Target Number), he takes no 
>damage
>but is still enchanted.  If the roll failed, he takes damage (equal to 
>the
>Difficulty Level) against the targeted Character Strength.

>DoubleStar Combat:
>These procedures work for all forms of physical combat.

>Multiple Attack Combat Rule 1 is no longer used due to the new 
>Defense
>Number mechanic used here.

>Here dark creature means either a dark creature or a dragon slave, 
>since
>both use the ChaosRock:

>Combat Procedure

>Round I, Phase 1

>LightRaider rolls DoubleStar and adds result to his Weapon Ability 
>rating.

Max of 30.

>Dark Creature adds Battle Ability to ten, to create Defense Number 
>(DN).
>The Adventure Master should determine all DN's before the start of 
>the
>adventure.

DC with BA 20 has DN of 30.

>Compare the two numbers.

>If the LightRaider's number is less than the Dark Creature's, then 
>the
>LightRaider has missed, begin Phase 2.

There are plenty of CDs that a LR will never hit since the DC does not
have to roll for DN.  Any DC with BA of 21 or higher will never be hit
unless LRs can team up against it.


>If LightRaider's score is equal to or greater than the Defense Number 
>for
>the Dark Creature, he has hit the Dark Creature.  He rolls the StarLot 
>to
>determine the amount of damage his weapon has done to the Dark 
>Creature.  If
>he declared that he was doing a half-swing, then the StarLot damage 
>roll is
>divided in half and rounded up. Then the Adventure Master secretly 
>subtracts
>the damage from the Dark Creature's Physical Vitality.

>If the LightRaider rolls a 20 (without adding his Weapon Ability) on 
>the
>DoubleStar, he rolls a StarLot and consults the Critical Hit Chart, 
>then
>rolls the StarLot again to determine damage following the instructions 
>on
>the Critical Hit Chart.

>Round I, Phase 2

>Dark creature rolls a ChaosRock and adds his Battle Ability to it.

Max roll = BA + 20.

>LightRaider adds ten to his Shield of Faith rating to create his 
>Defense
>Number (DN).  LightRaiders should have their DN calculated before the 
>start
>of the adventure.  The Adventure Master should have the DN for each
>Character in his notes for quick reference.

LR max DN = 10 (SF) + 10 = 20

>Compare the two numbers.

Now the DC has the decided advantage with being able to roll much more
than the LR's max DN of 20.  No one would be able to even touch a dragon.

>If the Dark Creature rolls a 20 (without adding his Battle Ability) on 
>the
>ChaosRock, he rolls a ShadowStone and consults the Critical Hit Chart, 
>then
>rolls the ShadowStone again to determine damage following the 
>instructions
>on the Critical Hit Chart.  However, Dark Creature's do not roll for 
>Instant
>Kill.

They should be able to get an intant kill if the LRs are able to.

>If the Dark Creature's number is greater than or equal to the 
>LightRaider's
>Defense Number, then the dark creature has hit the LightRaider.  The
>Adventure Master rolls the ShadowStone to determine damage done by the 
>dark
>creature, and the player subtracts this damage from his character's 
>Physical
>Vitality.

>If the dark creature's number is less than the LightRaider's number, 
>then
>the dark creature has missed.  If both opponents are still alive and 
>want to
>continue fighting, the battle is resumed when all players are ready 
>for
>Round II.

>Round II and all the succeeding rounds are fought in exactly the same 
>way.
>The battle continues until someone is killed or retreats.

>DoubleStar Surprise Rule for Distance Weapons: When a defender is 
>taken by
>surprise, his Defense Number is at half.

Great against DCs with high BA, but for LRs defending it is a major
bummer.

>DoubleStar Retreating Rule: A retreating combatant's Defense Number is 
>at
>half.

LRs will never be able to retreat with a max DN of 10.   Might as well be
surprised.




I would have to change a couple of things for all of this to make sense
to me.  But I will wait for other comments before telling you what they
are.

Joe