Example_of_Play

Example of Play: The Goblin Ambush

This document provides a short, scripted scene to demonstrate how SystemRPG's core mechanics work in practice. It showcases Initiative, the Flux Check System, and how Power Levels are used to resolve contested actions.

The Characters:

  • Kael: A seasoned warrior, operating solidly in the Enhanced Tier. His Melee Attack Power Level is 75 (Tier 4). His Initiative is +7.
  • Elara: A young apprentice mage, just beginning her journey in the Enhanced Tier. Her Awareness Power Level is 15 (Tier 2). Her Magecraft Power Level is 25 (Tier 3). Her Initiative is +4.

The Goblins: Standard forest goblins, operating in the high Natural Tier. Their Stealth Power Level is 8 (Tier 1), their Defense Power Level is 7 (Tier 1), and their Ranged Attack Power Level is 6 (Tier 1). Their Initiative is +2.

The Situation: Kael is escorting Elara along a forest road. They are approaching a rickety wooden bridge.


The Scene

Scene Orchestrator (SO): "Okay, you've been walking for a few hours. The forest is quiet... almost too quiet. Elara, as you approach the old bridge, you feel a faint rustling in the bushes to your right. This is a contested check: your Awareness versus the goblins' Stealth."

SO: "Let's figure out the target. Your Awareness Power Level is 15 (Tier 2), and their Stealth is 8 (Tier 1). You have a 1-tier advantage. You only need to avoid a negative result—0 or more successes—to notice them before they can act."

Elara (Player): "Okay, a standard 3d6 roll, and I just need to not roll terribly. Here I go."

Elara's Flux Check: Awareness vs. Stealth
  • Dice Pool: 3d6
  • Target for Success: 0+ Successes (Advantage)
  • Roll: [5, 4, 1]
  • Analysis: The 5 is one success. The 1 is one failure. They cancel each other out. The 4 is neutral.
  • Result: 0 Successes. You avoided a negative result, so you succeed!

SO: "Your enhanced senses easily pick through the noise of the forest, homing in on the clumsy breathing of the goblins. You hold up a hand to stop Kael just as three Goblins leap from the undergrowth, snarling. Their ambush is completely spoiled."

Kael (Player): "I'm not wasting any time. I'll charge in and try to take down the closest one with my longsword."

SO: "Hold on there, Kael. Their ambush failed, but we still need to see who acts first. Everyone roll for Initiative."

Initiative Rolls
  • Kael: Rolls a 15 + 7 = 22
  • Goblins: Roll a 10 + 2 = 12
  • Elara: Rolls an 8 + 4 = 12
  • SO: "Elara and the Goblins tied. In a tie, the side with the higher Initiative score goes first. That's you, Elara."

SO: "The order is Kael, then Elara, then the Goblins. Kael, you're up."

SO (Kael's Turn): "Okay, now you act on your plan. Your Melee Attack Power Level is 75 (Tier 4) against the goblin's Defense of 7 (Tier 1). That's a 3-tier advantage. You have an overwhelming advantage, so you only need 0 or more successes, and you get to add +1 die to your roll."

Kael (Player): "Excellent. I'm rolling 4 dice."

Kael's Flux Check: Melee Attack
  • Dice Pool: 4d6 (3 base + 1 from advantage)
  • Target for Success: 0+ Successes (Overwhelming Advantage)
  • Roll: [6, 5, 4, 1]
  • Analysis: The 6 and 5 are two successes. The 1 is a failure. They cancel, leaving one success. The 4 is neutral.
  • Result: +1 Success.

SO: "A clean hit. Your longsword's damage is multiplied by 1 + your successes beyond the minimum. You needed 0, and got 1, so your damage multiplier is x2. Roll your damage."

Kael (Player): "My longsword does 1d10 damage. With a x2 multiplier, that's 2d10."

Damage Roll
  • Damage Dice: 2d10
  • Roll: [8, 7]
  • Result: 15 damage.

SO: "A brutal, efficient display of power. Before the goblin can even register its failure, your sword flashes once, and it's obliterated. You're already turning to the next one. Elara, you're next."

Elara (Player): "I'll create a terrifying phantasm in the middle of the other two, make them think a much bigger monster is here."

SO (Elara's Turn): "Alright. A contested Flux Check. Your Magecraft Power Level of 25 (Tier 3) against its Defense of 7 (Tier 1). That's a 2-tier advantage. Based on the rules, success is automatic, so you don't even need to roll to hit. Let's roll to see how well you succeed, as that will determine your damage bonus."

Elara's Flux Check: Force Bolt
  • Dice Pool: 3d6
  • Target for Success: Automatic Success (Major Advantage)
  • Roll: [6, 5, 2]
  • Analysis: The 6 and 5 are two successes. The 2 is a failure.
  • Result: +1 Success.

SO: "A clean hit. The minimum required for a hit was met automatically. Your roll of +1 success is one beyond that minimum. Your Force Bolt's damage multiplier is x2 (1 + 1 extra success).

Damage Roll
  • Damage Dice: 2d8 (Base 1d8 x2)
  • Roll: [7, 5]
  • Result: 12 damage.

SO: "A shimmering bolt of pure force flies from your hand and strikes the goblin square in the chest. It's thrown from its feet and doesn't get back up. Combat is over."


Summary

This example demonstrates:

  • Initiative: At the start of combat, all participants roll a d20 + Initiative to determine the turn order.
  • Standard Dice Pools: The base dice pool for all actions is 3d6.
  • Tier vs. Tier: The difference in Milestone Tiers is critical. A significant advantage can grant bonus dice or even automatic success, while a disadvantage can make tasks nearly impossible, as the goblin's attack was against Kael.
  • Successes to Damage: For attacks that hit, any successes on the Flux Check beyond the minimum required for the check will increase the damage multiplier, making a well-aimed shot more effective.
  • Realistic Power Tiers: A seasoned adventurer like Kael is effectively immune to low-tier threats, while a novice adventurer like Elara is more than capable of handling them.