
Eldahar's role playing game system is not based on one particular official system more than any other. If you're looking for a system that is a complete set of rules and explanations you won't find it here. The emphasis of Eldahar's system is on role playing, not dice throwing. With that in mind, if you'd like to use any of the tables and rules below just let me know as I'd like to know how you get on with them.
It has dice, mainly d100 dice rolls (2 x d10 die) to generate a number between 1 and 100. Other dice like d4's, d6's, d8's and d20's are used to generate the damage dealt by weapons or spells.
It uses character stats to determine Strength, Dexterity, Intelligence etc and hit points to determine character resilience and stamina.
It has a combat system based on combat rounds that last 10 seconds each with 6 rnds to a turn (1 minute). The combat system incorporates rules for parrying, aiming at body locations, dodging, the use of special attacks, knock backs and critical hits.
It has a magic system based on spell lists of 1st to 25th level.
It has a sorcery system based on Julian May's Many Coloured Land books with abilities such as Far Sensing, Redaction and Creation.
It has a skill system based on character stats and skill ranks (1 to 100). Skills are assigned a difficulty by the GM such as Easy, Hard, Very Hard, Impossible etc with each difficulty having a multiplier or divider that helps decide if a d100% die roll is a success or failure.
The system doesn't use character classes, alignments, character levels or experience points.
It doesn't have lots of pre-made spell lists. If one is needed for a character it is usually made up before hand.
It doesn't have dozens of races for characters to choose from. For the most part everyone is human or at least half human.
It doesn't have any rule books that dictate what happens in any given situation. The GM and players use their common sense and the GM's decision is final.
Every living thing in the Eldahar system has STATS. For humanoids these STATS normally range in value from 3 to 18 but can potentially, with training, reach around 25. Other races and creatures may have smaller or higher STATS depending on their size and racial trends.
For example, humans and other humanoids have the following base STATS that help define their abilities, appearance and interaction with others.
These STATS are by far the most common you will come across in Eldahar.
| STAT | Description |
|---|---|
| STR | Strength - Physical musculature. How much a character can lift and how heavy a blow they can land in combat. Useful for determining the outcome of feats of prowess. |
| CON | Constitution - General fitness and stamina. Useful for skills like long distance running and for warriors who want to take a lot of punishment in combat before going unconscious and dying. |
| INT | Intelligence - Problem solving, rapidity of thought and learning. Used to determine breakthroughs in experiments, memory and the success of spells. |
| WIS | Wisdom - Understanding and common sense. Linked to skills like philosophy, channelling the faith of gods and disarming traps. |
| AGI | Agility - Balance, flexibility and speed. Useful for combat and dodging, running, horse riding and acrobatics etc. |
| DEX | Dexterity - Hand eye coordination. Useful for pick pocketing, knife throwing, juggling and aiming. |
| CHA | Charisma - Charm, confidence and leadership. Effects things like public speaking, haggling, lying, giving orders and being listened to. |
| COM | Comeliness - Appearance and attractiveness. Effects skills such as persuasion and lying Closely related to CHA above but used more for initial impressions. |
| SEN | Senses - Acuteness of hearing, sight, smell etc. Useful for skills like tracking, observation and blind fighting in the dark. |
| LUC | Luck - Occasionally used as a modifier if the character is extremely lucky or unlucky for some reason. Not a main STAT hence many characters don't actually have it. |
| POW | Power - Strength of Spirit. Effects spiritual abilities and the use of spells / magic. Used as protection against magical effects (I.e. a saving throw). |
| SIZ | Size - Based mostly on weight in lbs. Dictates how much armour one can wear and other items he / she can carry. Also effects combat and knock back situations. |
A dog's STATS might be STR, CON, INT, AGI, SEN, SIZ and POW but it is unlikely the dog would need a WIS, LUC, DEX or CHA STAT. Beings and creatures only get a STAT if it makes sense for them to have them. Again though, there are no hard rules saying whether one should or shouldn't. It's up to you.
STATS are raised by training and exercise.
Open Ended Rolls - An open ended d100% roll is a roll of two d10 die with a result of 96 to 100 (I.e. 00). You roll up by adding another d100% to the first roll. If you roll 96 or above again you keep repeating, adding the rolls together until you roll under 96.
This can result in multiple open ended rolls that stack up to big numbers. The highest I have ever seen is quintuple open ended. Suffice to say that this delivered an incredible result for the NPC whose combat roll it was.
Starting STATS - Starting STATS are usually created by rolling 3d6 and ignoring 1's as PC's are generally not that bad off in terms of STATS. If a character were planning on being a Paladin and needed to be quite strong I would give the Player a few extra points at the end of their rolling to distribute as they saw fit.
STAT Potentials - Every STAT also has a potential. This is decided by rolling 4d6, ignoring 1's and 2's. If the potential is already lower than their starting STAT then I would increase it by d100% i.e. Starting STAT of 16, Potential STAT of 15, I would move the Potential up to 16 as well but give it a % afterwards like 56%. Hence it would read 16.56 potential.
if the potential is higher than the starting STAT you still roll d100% and add that on.
If the d100% is 96 to 100 this is deemed an open-ended roll. You take the first roll and roll the d100% again, adding the two numbers together. i.e. potential of 17 plus d100% = 97 + open ended roll of 51 = 148 = 1.48 = 17+1.48 = 18.48
Any skill can exist. Just use your imagination. Horse riding, climbing, burping; whatever you want.
Every skill must be based on one or more STAT though. This is called the STAT Base.
For example;- Climbing on STR, AGI and CON. Languages on INT and CHA. Philosophy on WIS.
There are no hard rules that dictate one STAT or another. Just use your common sense.
A STAT Base will usually end up as an average of one or more STATS. Hence for a humanoid it will generally range from 10 to about 18.
| General STAT Base | Stats that make up STAT Base |
|---|---|
| Pick Pocketing | (DEX + SEN) /2 |
| Language, Spoken (any) | (INT + CHA) / 2 |
| Sprinting | AGI |
| Acrobatics | (DEX + AGI) / 2 |
| Weight lifting | (STR + SIZ) / 2 |
| Long Distance Running | CON |
| Trading | (WIS + CHA) / 2 |
Skill Ranks range from 1 to 100 with the higher the number being the higher the level of skill.
Skill Ranks are raised by study and by achieving critical successes when using them. When you gain a certain level of Skill Ranks you also gain a title. The title's below are purely meant as a guide. You can of course invent your own for specific skills.
| Skill Rank Proficiency Indicator | |||||||
|---|---|---|---|---|---|---|---|
| 0-19 | 20-29 | 30-39 | 40-59 | 60-74 | 75-89 | 90-99 | 100 | Beginner | Profficient | Skilled | Expert | Specialist | Master | Grand Master | Paramount |
Formula for working out your x1 skill check % =
x1 Skill Check % = STAT Base * ((Skill Ranks * Skill Ranks / 2500) + 1.00
Example - STAT base = 14. Skill Ranks = 36.
14 * ((36 * 36) / 2500) + 1.00 = 21%
Meaning to achieve a x 1 skill check the character has to throw 21% or under on a d100%. To achieve an easy x5 check they have a 105% chance of success meaning they have almost definitely succeeded. They only have a 1% chance of failing the check as a 100 (00) is always a failure no matter what.
| Mental Difficulty | Physical Difficulty | Skill Check Multiplier |
|---|---|---|
| Pioneer / Paramount | Impossible feat | x0.16 |
| Genius / Grand | Against all odds / astounding | x0.25 |
| Dr / Prof / PHD / Masters | Extreme feat | x0.5 |
| Degree lvl with Hons | Very hard | x1 |
| Expert in chosen career | Hard | x2 |
| Low lvl degree | Difficult | x3 |
| College / Apprentice | Moderately difficult | x4 |
| Secondary lvl | Strenuous / under pressure | x5 |
| Primary / Basic 101 | Routine | x6 to x10 |
A warrior with a 16 CON and 14 AGI wishes to run a half marathon.
Long distance running is (CON + AGI) / 2 = 15 STAT base.
They have 65 skill ranks in running as they have done lots of training and been running all their life.
This make their x1 skill check 15 * ((65 * 65) / 2500) +1.00 = 40%
The GM assigns a difficulty value description of Difficult for the warrior to complete the marathon. That gives him a 40% * 3 chance of success. So unless he rolls a 100% he will complete the race.
However, the warrior wants to beat the fastest time. For this the GM assigns a difficulty level of Extreme as the race, while not exactly the Olympics still has some strong competitors.
This means he has a 40% * 0.5 = 20% chance of beating the fastest time. Not bad odds but then he is a very accomplished runner.
So that's basic physical and mental skills covered. Let's move onto Combat skills next.
| Combat Skill Base | Stats that make up Skill Base |
|---|---|
| Attack | DEX + 1/2 AGI |
| Defence | AGI + 1/2 DEX |
| Directed Spell | AGI |
| Hit Points * MHP |
1/2 STR + CON + SIZ |