"Doki Doki Dungeoneering club"
A highly lethal game based loosely around the rules of DND 5E. This quest is not for the squeamish as inevitably characters will die/retire, none shall be spared the wrath of the dice.
High Turnover Rate-
Part of what will make this quest different from the usual fare is that turnover rate of characters is a built in feature. Not only does death lurk in dark places, but almost everyone you recruit to join your noble club will have goals of some sort or another. Once they accomplish these goals they're out! (Important to remember this when scouting people out for recruitment, the goals they have will determine how invested they are in participating in life endangering adventures, how much % of gold income they make they are willing to re-invest in adventuring supplies and gear, and when they will retire). Recovery after missions will be X-Com style, where more wounded adventurers will take longer to be willing to go back exploring then usual, and since some quests are time sensitive, it's probably best that you work towards building a deep roster.
Stats/Traits-
Stats are assigned from character creation and for the most part do not change. Traits provide bonuses and maluses to rolls and can be either permanent, semi-permanent, or change rapidly. Stats provide a bonus of 1 in combat per 10 of each stat and provide listed number for effect in non-combat rolls.
Stats:
STR: Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
DEX: Measure of Speed and agility. Improves your AC up to your armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effects.
ARC: Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
Faith: Ability to wield miracles. Faith may increase dramatically by praying to a different deity that matches a character's actions more, what is sinful to one god, may please another. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
FIN: Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
HP and Death:
HP is linked directly to the characters highest class level. Unconsciousness occurs at 0 HP and death at -10. In addition any single attack that deals more than half a characters max hp in damage has a chance of causing permanent scarring/maiming.
XP, leveling up, and multiclassing:
XP is static and based on the level of challenge presented by a task. What is worth a lot of xp to rookies may not mean anything to hardened veterans. Each character may have up to two classes and when xp is awarded upon completed mission you may vote how to split the xp between the classes. Level ups are as follow: lvl 1- 100xp, lvl 2-150xp, lvl 3- 200xp etc.
HP when multi-classed will be determined by the class that would grant the most HP. Therefore a lvl 3 warrior who then gained 3 lvls in wizard as well would not gain any HP from those additional 3 levels as a wizard.
You don't have to multi-class, no one is forcing you to. Additionally if you wish a character can relearn a class and drop their current class, gaining a slight permanent bonus from the class they dropped in the process.
The actual leveling up rewards will differ quite a bit from regular 5E. This is going to be a bit of a game of discovery for you all, as I will only show the improvements offered for the next level up at any given time, meaning you won't see what the reward is for being a lvl 5 wizard until you have at least one lvl 4 or above wizard in the party.
The Crunch:
Combat rolls will use a d20 comparing the roll result + modifiers against a targets AC. Magic and Magical effects as well as some mundane effects will be opposed checks where the higher roll after modifiers wins. A natural 20 is always a crit success, and a natural 1 is always a crit failure.
Out of combat we will use a d100 system. After modifiers are added to the d100 the results will be shown using the following basic formula. Natural 1's are always potentially fatal failures, and Natural 100's are always Critical Successes.
Negative-0: Potentially fatal failure
0-25: critical failure
25-50: failure
50-75: Success
75-100: Great success!
100+: Critical success!!!
All rolls will be shown post narrative sequence. If a roll is intentially obfuscated I will tell you I intentionally hid it from you and will reveal the roll once appropriate.
Narrative: Once we get the adventure train moving along a bit, it is likely that you will come to the point where not everyone in the party will go on every trip. In order to properly balance my dungeons and quests, as well as keep the narrative from spreading thin from too many characters in a scene, I'm limiting the party size of all quests to 4 (unless otherwise posted) After choosing the party size you will then select the role everyone should perform, load up with consumables and weapons, choose spells if any, and then pick which of the characters going on the quest will have the narrative POV. Beyond the 4 character cap I will place no other limits on party sent.
Update schedule: I will be posting at least one update 7 days after the previous one. If more updates happen in-between, so be it. Prequel story is coming up shortly.