Playing the game
Ready to dive into the exciting experience of playing TTRPGs with the Realms Untold™ TTRPG System?
Below you'll find a completely free and comprehensive guide to the basic rules of the game. This next section is designed to be an accessible and straightforward way for newcomers to learn how to play, whether you're just starting your journey into TTRPGs or a veteran looking for an alternative to the world's 'most known' roleplaying game, our step-by-step instruction guides and easy-to-follow tutorials will help you understand the core mechanics and unique features of the Realms Untold™ TTRPG System with ease. Explore the rules, master the gameplay, and embark on epic adventures in no time.
The 3 different modes of play
The gameplay experience in the Realms Untold™ TTRPG System consists of three distinct modes of play, each influenced by the decisions made by the player characters, all of these modes adhere to the foundational structure of play outlined in the 'basics of playing TTRPGs' section of the system overview page, while also introducing their own unique characteristics and specific rules.
Exploration Mode. Is the most prevalent mode of gameplay, occurring whenever the player characters engage in activities such as exploring a location or interacting with other characters, creatures, or objects outside of combat. In this mode, the passage of in-game time can vary at the scribe's discretion, spanning from mere seconds to minutes, hours, or even days. Player characters have the freedom to act in any order they choose and can take as many actions as necessary to navigate the situations they encounter themselves in. This game mode allows for flexibility and imagination, enabling the players to delve deep into the world and immerse themselves in it.
Encounter mode. This game mode is the most structured and happens whenever the PCs engage in either skill-based or combat-based interactions with other creatures or non-player characters. During an encounter, all participant creatures and characters should take turns to resolve their actions, even when in reality all actions are happening at more or less the same time. In this mode, time is measured in rounds, each representing a span of just a few seconds, and in which participants can only take a limited amount of actions per turn.
Downtime mode. This mode usually serves to describe overland travel or set the stage for what happens during periods of rest between adventures, in this mode in-game time spans larger periods of time such as weeks, months, or even years. In this mode, player characters can practice a profession to earn money, use experience points to train themselves and become better at their trade, or experience life outside the perilous enterprise of adventuring.
At first glance it may sound daunting to navigate between these modes, but as you engage in gameplay you will quickly realize that the shared structure always facilitates a seamless and dynamic transition between them.
Understanding the game dice
The Realms Untold™ TTRPG System utilizes a set of polyhedral dice to determine the outcome of the actions taken by both player and non-player characters. This assortment includes various dice each with a distinct number of sides, these dice are identified as d4, d6, d8, d10, d12, d20, and d100. In this notation, the 'd' indicates we are referring to a die and the following number denotes the number of sides that die has. This applies to all dice except the d100, which is also called the percentile die, this die is somewhat unique in its operation and will be explained further down. Below you will see a representation of the dice included in a typical 7-piece dice set.
While hundred-sided dice do exist, when it comes to generating a random number between 1 and 100 using a standard 7-piece dice set, the task is commonly achieved by using the two d10s in tandem. With one die used for generating the tens place and the other for the units place, most commercially available sets include a d10 already marked in tens (10, 20, 30, etc.) for this specific purpose.
When you roll the percentile die, for example, a roll of a 3 in the units die and a 40 on the tens die yields a result of 43 as shown in the example below. Rolling a 1 on the units and a 00 on the tens results in 1, and a roll of 0 on the units and 00 on the tens uniquely produces 100. If you, by chance, lack the specially marked tens die, using two standard d10s can suffice; in that case, you designate one of them as the tens digit before rolling and then combine their values accordingly afterward.
If you are ever instructed to roll multiple dice, the rules will often specify the number and type of dice to roll, along with any modifiers to apply to the result, if any. The notation used for these instructions will be as follows: '3d8+5'; this indicates that you must roll either three eight-sided dice alongside one another, or one eight-sided die three times, then sum the results of the roll and add 5 to the total. These instructions ensure clarity and consistency during gameplay.
The 6 core attributes
Within the Realms Untold™ TTRPG System, six attributes are used to describe a creature's distinct physical build, mental capabilities, and overall presence. These attributes not only quantify the creature's general characteristics for descriptive purposes such as saying: "Well, my character is not very strong, but what they lack in physical strength, they make up in intelligence and looks", attributes also determine how that character or cretaure interacts with the game system. A creature’s competence for each attribute is represented by a dice value, that can range from a lowly d4 to an impresive d12. The larger the die, the greater the creature's chances are of succeeding in specific tasks.
For player characters, these attributes become crucial since they embody different aspects of the character's being. Ask yourself, is your character known for their wit and willpower? Or, do they rather excel in strength and charm? Perhaps they are swift and nimble but lacking on the intellectual side. These attributes collectively shape a character’s capabilities, defining their strengths, weaknesses, and overall character, influencing their abilities, and shaping their role within a group or adventuring party.
The six core attributes are:
Dexterity. This attribute reflects a creature's control over the movement of its own body. It measures agility, coordination, and reflexes. A creature with high dexterity is nimble and quick, able to react swiftly and perform intricate maneuvers with ease.
Physique. Represents a creature's hardiness, body mass, and overall constitution. It measures physical strength and resilience. A creature with high physique possesses robust health, fortitude, and the ability to perform athletic feats with ease.
Intellect. This attribute represents a creature's capacity for critical thinking, problem-solving, and mental acuity. It measures reasoning, memory, and analytical skills. A creature with high intellect is sharp-minded and capable of processing complex information or finding creative solutions to the problems it encounters.
Wisdom. Measures a creature's ability to perceive and understand the world around it. It encompasses intuition, insight, and practical knowledge. A creature with high wisdom possesses keen senses, sound judgment, and a deep understanding of the environment it inhabits as well as of the perils it supposes.
Charisma. Measures a creature's ability to communicate effectively and exert its will upon others. It represents charm, persuasiveness, and social grace. A creature with high charisma has a magnetic presence, captivating others with their presence and influencing outcomes through diplomacy or force of personality.
Will. This last attribute reflects a creature's determination, force of will, and spiritual strength. It measures the creature’s affinity with magic and resistance to external influences. A creature with high willpower possesses unwavering resolve, spiritual fortitude, and a natural connection to the aethereal energies of the world.
Many of the dice rolls you’ll make while playing the Worlds of Legend TTRPG System™ will directly relate to the core attributes, whether by rolling an attribute die by itself in a single die check, or rolling it alongside the action die (the d20) to determine the outcome of an action or task. There may be times, particularly when calculating the damage caused by a class talent, you may encounter the term "MDV" in the description of such talent. MDV stands for Maximum Die Value, and it refers to the highest value printed on the specific attribute die being used. For example, the MDV for a d8 die is 8, indicating that the maximum value that can be rolled on that die is 8.
Luck
Luck is an additional attribute that only player characters possess and that represents a measure of the character’s seemingly innate ability to attract good fortune towards themselves. A character’s luck stat is always a number between 2 and 7 that's generated during a character's creation by rolling '1d6 + 1'.
When playing, the luck stat can be used in two different ways:
Once per day (of in-game time) a character can add its luck number as a bonus to any action die check they make during that same day.
Whenever a player’s luck number appears on the action die (d20) as a result of any action die check they make, such result has the same treatment as if the player had rolled a natural 20 on the action die, while still maintaining its printed value, 3 for example, for purposes related to solving edge or hindrance dice (explained further down).
A character with a higher luck stat may benefit more from using it as a fixed bonus for action die checks, while a character with a lower luck stat has a greater chance to achieve critical success when affected by one or more hindrance dice.
Dice rolls
Dice rolls play a crucial role in the game mechanics of the Realms Untold™ TTRPG System as they introduce an element of chance into the narrative that’s being created. Whenever a character or creature attempts a task where success is uncertain, the scribe may call for a dice check utilizing one of the various dice roll mechanics presented below. The scribe then compares the numerical result of the dice roll against a target number to determine if the outcome of the check is favorable or unfavorable.
Usually, if the result of the dice roll is equal to or higher than the set difficulty, the character or creature that made the check successfully completes the task that triggered it. Conversely, if the result is lower than the check's difficulty, the character or creature fails and may suffer an unexpected consequence as a result.
There are three different kinds of dice rolls you will be making while playing:
Single die rolls. As the name implies, this kind of roll uses a single die often specified by the dice roll itself, to produce a result. Defense rolls, initiative rolls, and recovery rolls are all single die rolls. When resolving a single die roll, roll the indicated die and then add the associated bonuses or penalties, if any.
Action die checks. As its name suggests, this kind of roll happens when a character attempts to perform any actions, and makes use of both the action die (d20) as well as an attribute die dictated by either the rules-as-written or by the scribe, to produce a result. Attack rolls, skill checks, contested checks, and saving throws are all examples of action die checks. When resolving an action die check, roll both the action die and the specified attribute die, sum the result of both dice, and then add all associated bonuses or penalties, if any. The resulting number will then be compared to a target difficulty to determine success or failure.
Probability checks. These checks use the d100, also known as the percentile die, to produce a result and usually happen whenever the scribe needs to solve a variable unrelated to any of the six core attributes. When resolving a probability check, roll '2d10' using one for units and the other for tens as specified in the 'Understanding the Game Dice' section of this page, and sum the result of both dice to obtain a number between 1 and 100; which will be then compared to an arbitrary value stated by the scribe to define an outcome.
Bonuses & penalties
Are small, fixed numbers that modify a dice roll either by adding to or subtracting from the result, these modifiers are typically applied under specific circumstances related to a given roll. For example, a character's skills, talents, and perks, as well as certain condition effects can either grant bonuses or impose penalties on specific rolls. The scribe also has the authority to apply arbitrary bonuses or penalties based on external conditions, such as bad weather or complicated terrain.
Contested checks
Contested checks in the Realms Untold™ TTRPG System portray competitions of strength, wit, or otherwise, between two or more idividuals. These are always action die checks that occur whenever a creature attempts to directly overcome another in a contest, such as when it attempts to execute a combat maneuver like grappling or shoving an opponent, or engaging in skill-based competitions such as arm wrestling, drinking contests, cup shuffling. or other strength or intelligence-based games. In this case, the scribe may allow participant creatures to benefit from skill bonuses for each of their rolls.
Unlike other kinds of action die checks, contested checks are solved by comparing the results of the opposing dice rolls against each other, rather than against a target difficulty. Each participant rolls both the action die and their respective attribute die, which may be the same or different for each creature; any relevant bonuses or penalties are then added to the result. The participant with the highest combined result emerges as the successful contender, while the others fail in the task at hand.
Edge & hindrance dice
Similar to the previously discussed topic, edge and hindrance dice introduce a mechanic that reflects favorable or unfavorable conditions impacting any dice roll. However, unlike bonuses and penalties that adjust the final result of a dice roll through fixed numbers, edge and hindrance dice affect the odds of rolling a higher or lower outcome in the action die. When conducting an action die check with edge dice or hindrance dice, the character or creature rolls an additional action die for each edge or hindrance die awarded. So, for example, a character that receives 1 edge die for an attack roll, rolls either 2d20s or two times the same die.
If the creature has an edge, it takes the highest result in all the d20s used for the roll. Conversely, when the creature is affected by a hindrance, it uses the lowest number as a result. It's worth noting that edge and hindrance dice can accumulate or negate each other. For instance, if a creature has 2 edge dice and 1 hindrance die for the same roll, it makes its action die roll using only 1 edge die.
Exceeding and fumbling
Sometimes, action die checks can yield exceptional results both fortuitous and disastrous. Whenever a character or creature obtains the highest possible value for both dice when rolling an action die check, the roll is labeled as an ‘exceed,’ and signifies a triumph beyond the ordinary. Conversely, rolling the minimum possible value on both dice results becomes a 'fumble,' marking a critical failure.
An exceeding roll always succeeds in the attempted action with an outcome that surpasses expectations, regardless of whether the final number reached the target difficulty or not. It is up to the scribe to establish what exceptional results an exceeding roll might produce. For example, an attack roll may impose a status condition or induce a lingering injury, a skill check may produce additional benefits or insights, and a saving throw might grant a morale bonus to the creature or its allies, etc.
On the flip side, a fumbled roll not only guarantees failure but it is also accompanied by dire repercussions. The scribe should determine the nature of these consequences. For instance, an attack roll may result in the loss or destruction of one’s weapon, a skill check might end up causing an accident that deals damage to the creature or others nearby, and a failed saving throw may exacerbate the situation with further detrimental effects, etc.
Skills
Skills in the Realms Untold™ TTRPG System represent the specific competencies, expertise, or knowledge that a character or creature can possess related to various areas. Each skill is always associated with one of the six core attributes and grants a fixed numeric bonus to action die checks. For example, the 'Mechanics' skill is linked to the Intellect attribute, while the 'Nature' skill is linked to the Wisdom attribute.
When a character or creature attempts an action where specialized knowledge or particular competence could be beneficial, they perform a skill check. In this case, they may benefit from that skill's training or specialization bonus, which adds to the result of their dice roll. For instance, a character trying to fix the broken engine of a vehicle would benefit from having knowledge in mechanics. Although lacking this knowledge does not prevent the attempt, having it improves the chances of success. Since 'Mechanics' is tied to the Intellect attribute, the player should roll an action die check using Intellect as their attribute die, and depending on their level of training in the Mechanics skill, they could receive a bonus to their check.
Skill proficiency is categorized into three levels: untrained, trained, and specialized. Untrained skills do not provide any bonuses or modify the result of any dice check beyond determining the attribute used for the skill check. Trained skills offer a +4 bonus to the result of the check, while specialized skills provide an additional +2 bonus on top of the trained bonus, resulting in a total of +6 for applicable checks.
At level 1, a character receives training in a set of skills based on their background and selected class but they can further specialize in these skills or gain training in new ones via the character development process. While the specific skills listed on a character sheet may vary depending on the game's setting—ranging from animal handling to understanding quantum physics—the underlying mechanics governing skills remain consistent across all settings in the Realms Untold™ TTRPG System.
Perks
Perks exemplify the unique knacks that a character acquires over a lifetime, these can be shaped by their upbringing, education, particular interests, or past experiences. These distinct 'advantages' not only contribute to a character's uniqueness but also influence how they approach certain situations or interact with the game world. Some perks can grant additional bonuses when specific conditions are met, such as the 'Quick reflexes' perk, which provides an initiative bonus at the start of each combat. While others modify game mechanics, like the 'Fleet of foot' perk, which increases a character's base speed.
Much like skills, a level 1 character gains certain perks due to their ancestry, race, background, and other factors. As the game progresses, characters can expand their repertoire by allocating experience points (XP) earned through their adventures.
Proficiencies
Denote a character's know-how in the proper usage of various items as well as their fluency in different languages. This encompasses a broad range of elements and indicates the foundational knowledge a character must have to utilize them effectively, from weapon groups and tools, to steeds and vehicles.
While the absence of proficiency in a language or item doesn't prevent a character from attempting to communicate or perform tasks with the item, it does introduce a challenge. A character or creature lacking a required item or language proficiency will incur a penalty, receiving 1 hindrance die on all action die checks related to these endeavors. Artifacts, tools, vehicles, or steeds that require proficiency to be effectively used are marked as such in their descriptions and the accompanying tables.
Interacting with the game world
In the diverse narrative worlds of the Realms Untold™ TTRPG System, characters engage with their surroundings pretty much like humans do in reality, utilizing their bodies, senses, and voices to interact with others. Characters are expected to don wearable items such as clothing or armor over their skin and around their body for protection and style, employ their hands for manipulating items, weapons, or machinery; and rely on their senses of sight, touch, hearing, smell, and taste to navigate and perceive the world around them. Of course, depending on the specifics of the setting, the dynamics of those interactions may change but in that case, just use common sense.
Holding and using items
Characters and creatures inside the game world use their hands to hold, carry, and manipulate items. While it is, in fact, possible to carry multiple items at once using both hands, the effective use of utility items such as tools, weapons, gadgets, and artifacts often requires dedicating a specific number of hands to the task. This requirement is typically outlined in the item's description, providing players with clear guidance on how their characters can wield and operate the equipment they encounter.
Wearing items
In the game world, creatures can equip themselves with various garments and accessories, such as clothing, armor, headgear, bracelets, gloves, boots, necklaces, and more. These items may be worn over different parts of the body, offering continuous protection and other benefits. While the ultimate discretion for how, when, and where a creature can wear these items ultimately rests upon the scribe's ruling, all players are encouraged to use common sense when making such decisions.
A practical guideline is that layering multiple pieces of the same type of item, such as clothing or armor, can quickly become impractical or cumbersome. For example, wearing two sets of gloves one over the other, would not only be awkward but also undoubtedly unwieldy and therefore, deemed unreasonable by most standards. You can apply this logic to most other cases.
Ambient lighting
Different ambient lighting conditions can significantly affect any creature that relies heavily on its sense of sight to navigate and understand its surroundings. In conditions that are either too dark or excessively bright, these creatures may suffer penalties on their checks. The table below outlines the effects that various lighting levels may have on sight-dependent creatures.
Lighting level
Total darkness
Dim light
Natural light
Bright light
Blinding light
Effect
The creature suffers the blinded condition
Imposes a -2 penalty to action die checks that rely on sight
No effect
Imposes a -2 penalty to action die checks that rely on sight
The creature suffers the blinded condition
It is important to note, that some creatures may possess alternative means of perceiving their environment such as heightened senses of smell, touch, or hearing, which makes them immune to the effects of changes in the ambient lighting conditions and allows them to function normally regardless of visual challenges.
Taking actions
If you already checked the Basics of Playing TTRPGs section in the Realms Untold™ system overview, you may already be familiar with how players interact with the game world through their characters' actions. Actions can be categorized into four distinct types: conscious actions, swift actions, reactions, and focus actions, each with its own particularities.
Conscious actions. These actions require deliberate concentration or effort from the character to be successfully performed and often involve a dice roll to determine their success or failure. Examples include making an attack with a weapon, searching for a hidden object or creature, discerning another creature's intentions, manipulating a mechanical device, or attempting to hide from view.
Swift actions. These actions can be performed almost instinctively and require minimal thought rarely calling for a dice roll. Drawing a weapon, dropping an item, uttering a sentence, or activating a lever are all examples of swift actions.
Reactions. As the name implies, reactions occur as a response to a specific trigger within the game. A reaction can only be taken when its triggering conditions are met, and are performed immediately after such an event takes place, even if this happens outside the acting creature's turn.
Focus Actions: These are actions so demanding, that consume both the conscious and swift actions in a creature’s turn and cannot be performed if the creature has already taken either of them during that turn. Movement and reactions, however, remain unaffected and can still be performed by the creature.
Please note that during downtime and exploration modes, keeping track of the number and types of actions taken by each character is often unnecessary. However, during encounter mode, this becomes crucial, as the action economy plays a significant role in determining the flow and outcome of each encounter.
Latest update on 11/21/2024. More content coming up soon.