Thursday, October 17, 2024

Mythic - Discworld Rules

 Here's a summary of the rules I use for my Mythic Discworld games. They can also be used for any fantasy game; just change the races as you see fit.


Simplified Mythic Discworld Rules

Abilities

Characters have 3 Abilities:

  • Do:  Anything physical, including Combat and Toughness.
  • Think:  Anything mental, including Stealth and Magic.
  • Talk:  Any interactions.

Rules and Options:

  • Stats for Abilities range from + to - with 0 being average.
  • Characters gain 2 Ability Points per Level.
  • Level 0 characters get 0 AP.
  • Level -1 characters get -1 AP.
  • Starting characters can trade points from one ability to another.

Skills

  • Characters can trade 1 AP for 3 Skill Points.

Do:

  • Athletics: Any non-combat physical rolls.
  • Combat:  Attack and Damage.
  • Toughness:  Resisting Physical Damage.

Think:

  • Brains:  Anything requiring intellect.
  • Wits:  Stealth, Bluffing, and Awareness.
  • Magic:  Casting and resisting.

Talk:

  • Charm:  Make someone calmer and cooperative.
  • Question:  Gather information, formally, or general dialog.
  • Wealth:  Buying and selling.

 

Races

Level 1 Characters or higher get +1 to an Ability.

  • Dwarf:  +1 Do.
  • Troll:  +1 Do.
  • Golem:  +1 Do.

 

 

 

 

 

 

 

 

  • Gnome:  +1 Think.
  • Goblin:  +1 Think.
  • Igor:  +1 Think.
  • Werewolf:  +1 Do.
  • Vampire:  +1 Do.
  • Orc:  +1 Do.
  • Human:  +1 to any Ability.

 

Classes, General

Examples: 

  • Warrior, Guard, Watchman, Thief, Assassin, Fool, Acrobat, Conman, Thig, Bandit, Merchant, Expert, Driver, Hunter, Gambler.

 

Magical Classes

  • Magical Classes can Cast Spells.
  • When created, Character sacrifices 1 Ability Point,

Examples:

  • Wizard, Witch, Druid, Alchemist, History Monk, Sorcerer.

Spells

  • No Spell Slots.
  • All spells require a Magic roll.
  • Rolling Exceptional No results in -1 RS.

Types of Spells:

  • Damage:  Fireball, Lightning, Thorns.
  • Escape:  Teleport, Danger Sense, Shield.
  • Effect:  Heal, Forget, Levitate.

 

 

 

 

Character Creation

  • Choose a Race.
  • Choose a Class.
  • Distribute Ability Points.
  • Choose Spells (if Magic Class)
  • Create background, appearance, etc.
  • Venture forth!

 

 

Experience

  • When a character succeeds with a Clash or Ability check, the character receives an Adventure Token.
  • AT can be spent to gain a +1 RS at any time.
  • However, a character rolling an Exceptional failure receives a Negative Adventure Token, which cancels out 1 previous AT.
  • After gaining a total of 3 AT, a character can attempt to advance by making a Fate Roll.
  • The Difficulty is the next Level.
  • Failure means the character can try again next time 3 AT are rolled.
  • Random events mean the character must perform a task first.

 

Money!

  • No coins are kept on record for currency.
  • Instead, characters purchase things by making Talk rolls.
  • The Difficulty base is 0 but is modified by its bonus.
  • The Bonus is modified by the number of uses.
  • So a sword with a permanent +2 bonus (+2 x +3 for perm bonus) would have +6 Difficulty.
  • AT can be spent to improve chances.
  • If Exceptional No is rolled, a character cannot make another roll to buy something until gaining another AT.

 


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