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ICRPG Cheat Sheet

This document provides an overview of key attributes, mechanics, and design considerations for a role-playing game: - The main attributes are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma which impact skills like combat abilities, spellcasting, and social interactions. - Encounters can be made more difficult by increasing targets to hit, adding time pressures, adjusting damage, or making the environment disruptive. Reward systems aim to recognize roleplaying, problem-solving, and defeating challenging foes. - Scenario design recommendations include providing context, detailing scenes and objectives, developing NPCs and locations, creating maps, and designing meaningful rewards like loot.

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Thái Trương
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100% found this document useful (1 vote)
351 views

ICRPG Cheat Sheet

This document provides an overview of key attributes, mechanics, and design considerations for a role-playing game: - The main attributes are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma which impact skills like combat abilities, spellcasting, and social interactions. - Encounters can be made more difficult by increasing targets to hit, adding time pressures, adjusting damage, or making the environment disruptive. Reward systems aim to recognize roleplaying, problem-solving, and defeating challenging foes. - Scenario design recommendations include providing context, detailing scenes and objectives, developing NPCs and locations, creating maps, and designing meaningful rewards like loot.

Uploaded by

Thái Trương
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Attributes Effort Time & Distance Turn & Actions

STR: melee attacks, lift, Tasks that take time, and Time Play in clockwise order
smash, grip, athletics enemies, have a number of Turn: the time for a player High D20 starts (inc. GM)
DEX: ranged attacks, being hearts. Each heart stands to act; 10-20 seconds On Your Turn
nimble, sleight-of-hand for 10 effort or health. Round: a turn for all players move up to near & act
CON: hp recovery, Basic (D4): hands or wits & the GM; a minute move far
toughness, endurance Weapons & Tools (D6) Freeform: longer stretches Actions
INT: spellcasting, arcana Guns (D8) Simple: instantaneous &
investigation, recall Magic & Energy (D10) Distance easy; no roll is needed
WIS: intuition, alertness, Ultimate (D12): add this to Close: within arms reach Check: instantaneous but
nature the regular effort roll when Near: a few hurried seconds may fail: D20 vs target
CHA: persuade, intimidate, the D20 roll for the attempt Far: max distance on a turn Attempt: requires effort.
resist fear, perform, lead comes up a natural 20 Out of Range: beyond far D20 vs target, + effort roll

Targets Hard Examples Easy Examples Life & Death


Scene Target: All actions in Increase the scene target Decrease the scene target Recovery: skip turn & roll
a scene need to meet or by 3 for actions where any by 3 for actions where any CON to get CON + 1 HP
beat the scene target, with of the following apply of the following apply Aid: roll INT or WIS to stop
the sole exception of unfamiliar with task already tried & failed the death timer
attacks against a PC, which
success is very unlikely specific training Healing: Magic (D10); med
instead need to beat the
PC’s defense. chaotic surroundings being helped by another tools like bandages (D6)
injured or stunned rickety obstacle Between 0 and -19 HP
Attack PC: roll vs Defense improvised tools much bigger than obstacle immediately unconscious
Easy: roll vs Target – 3 in a big hurry simple or obvious task your spells & effects stop
Hard: roll vs Target + 3 darkness or limited light has time to be careful Roll D4; die in D4 turns
Escalation: Increase the environmental elements success w similar tasks Roll D20 each turn; On a
scene target as warranted under attack loot or effects that help nat 20: wake up with 1 HP

Setting Targets Encounters (1) Encounters (2) Encounters (3)


Target 10: Beginner Danger: Danger is not Timers: Let your players Damage: Adjust difficulty by
encounters, easy damage or death; it is the know that in D4 (or changing damage dice.
Target 12: The default; consequences if they whatever) rounds, E.g., 1D6 → 2D6. Or use
used in most encounters should fail. something will happen. heart-rating # of dice.
Target 15: Hard. Will need Energy: Do not let Threats: Every room has a Disruption: Adjust difficulty
good gear or tactics ANYTHING create a lull that monster, trap, fireball, or by making the environment
Target 18: Brutal. Almost could let the peril seem some kind of damage-doer disruptive (making target
impossible for players. distant. to threaten your players. rolls hard).
Target Damage: PCs may Wonder: Use awe-inspiring Treats: Every puzzle has its Duration: Adjust difficulty
reduce the target by up to imagery & descriptions: solution. Every smaug has by putting a time limit on the
three, by mitigating the ancient, crumbling, arcane, its missing scale. Plant a encounter before something
sources of difficulties burning, infested, etc… treat in each room. happens.

Defense Rolls Rewards Milestone Tiers Scenario Design


Shrapnel: Any effect that Hero Coin: Given for great To access a path tier, earn The Whole Truth: Put the
sprays damage everywhere role-play, laughs & fun at least two rewards from big picture on an index card
Falling: Success reduces - players can only have 1 the prior tier of the same Scenes & Bullets: Write 5
rather than nullifies damage - use to re-roll any die path. Switch paths at will. scenes, each of 2-4 bullets
All or Nothing: Survive a - use to add D12 to a roll Tier 1: Rewarded once or Casting Call: Write up the
knockout hit or instadeath Loot: PCs can carry at twice per session minimum necessary details
Immovable: Resist being most 20 items, with at most Tier 2: Every other session of the NPCs, bad guys, and
shoved or toppled by force 10 equipped (offer benefit for PATH-specific play big bad
Shared Defense: adjacent or be used) at once. Tier 3: Given to PATH Make Maps: Descriptions of
PCs can add or re-roll DEF Mastery: Gain a mastery experts for specific quests scenes, concept art
There’s No Defense: ability for 20 natural 20 rolls Tier 4: Given for defeating Loot: Make one index card
Resist auto-hit damage (up to 3 times). existential threats per piece of Loot

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