Quest is a 2-dimensional top-down RPG. The ruleset is inspired by Microlite20, with some changes.
The game is turn-based, though this is only visible in combat.
There are 3 stats:
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Strength (STR)
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Dexterity (DEX)
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Mind (MIND)
There are 4 skills:
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Physical (PHY): climb, attack, intimidate,
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Subterfuge (SUB): open lock, listen, hide, disguise, search, ...
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Knowledge (KNO): decipher script, heal, ...
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Communication (COM): handle animal, gather information, bluff, sense motive ...
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Survival (SUR): tracking, foraging, setting and disabling traps, finding water or herbs, ...
The player will be able to choose between the following races:
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Humans: +1 to all skills
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Elves: +2 MIND
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Dwarves: +2 STR
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Halflings: +2 DEX
Additional races could be ...
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Gnomes: +1 DEX, +1 MIND
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Half-Orcs: +4 STR, -2 MIND
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Half-Elves: +1 DEX, +1 to any 2 skills
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Lizardmen: +2 STR, +2 DEX, -2 MIND
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Fighter:
- Can use all armor types
- PHY +3
- +1 to attack and damage rolls at level 1 and every 5 levels
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Rogue:
- Can use only light armor types
- SUB +3
- On successfull sneak adds subterfuge bonus to damage of first attack
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Mage:
- Cannot wear any armor
- KNO +3
- Can cast arcane spells
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Cleric:
- Can wear light and medium armor types
- COM +3
- Can turn undead
Additional classes could be ...
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Paladin:
- Can wear any armor
- Can use shields
- PHY +1
- COM +2
- Immume to diseases
- +1 to all saves at level 1 and every 5 levels
- Can detect evil within 60 yards radius
- Can lay hands once per day: heal 2 hp per level
- Must be lawful good
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Ranger:
- Can wear light or medium armor
- Can use shields
- +1 to hit with ranged weapons
- When dual-wielding, only recieve -1 to hit
- SUR +3
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Druid:
- Can wear non-metal armor
- Can use non-metal shields
- Cast druid spells
- KNO +2
- SUR +3
- Immume to spell effects of woodland fey
- At level 3 can pass without trace at will
- At level 7 can change form into small of medium sized animal for up to 3 times per day
- A druid heals 2 hp per level when changing back in human form
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Illusionist:
- ...
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Bard:
- ...
Combat is made in turns. Every character in combat can do 1 action per turn. Actions can be:
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Move
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Melee attack
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Ranged attack
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Cast spell
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Consume item (e.g. drink potion, use scroll, etc...)
For physical attack a d20 roll is made, based on the result the following happens
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0: a critical miss
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20: a critical hit, the actor deals maximum damage
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1-19: perform a damage roll to determine damage done, the damage roll is based on weapon damage, possibly modified by other stats (e.g. a 1-handed melee weapon adds STR, a 2-handed melee weapon adds 2x STR, etc ...)
For the map we will use a square based system. 1 square is equal to 5 feet or about 1.5 meters. Base movement speed is 30 feet per combat round, but this is reduced to 20 feet for medium or heavy armoured characters.
A character can see 60 feet away in daylight conditions. In a dungeon with a light source a human character can see 30 yards away.
In combat, adjacent units can perform an attack of opportunity if a character is moving away.