Duodeca RPG System: Difference between revisions

From The Peacock Room Archives
Jump to navigation Jump to search
mNo edit summary
Created subsections to begin fleshing out tactical play rules.
Line 12: Line 12:
== Perks ==
== Perks ==


== Combat mechanics ==
== Tactical play ==
 
=== Initiative and turn order ===
Combat initiates with rolls from all participants to determine turn order, called the initiative roll. This is 2d12 + PERmod; any ties are resolved by who has the higher PER. Participants who enter the combat later roll initiative and slot into the turn order based on that.
 
=== Actions ===
Every character can perform three actions per turn.
 
=== Movement ===
 
=== Attacks ===
 
=== Armor class, damage threshold, and cover ===
 
=== Damage, demoralization, and death ===

Revision as of 00:53, 10 February 2026

This is the overview page for Duodeca, a WIP tabletop roleplaying system. It was initially built to run the Fallout: Emerald City campaign setting but (with some tweaks) it'll ideally be adaptable enough to use for a variety of games.

Basic mechanics

Duodeca is named for its primary dice mechanic, 2d12. The vast majority of rolls are permutations thereof. 2d12 strikes a balance between the classic 1d20, with a flat curve of probability (all 5% likely) which thus tends to be 'swingy,' and 3d6 which is more heavily curved.

Characters are built of attributes (Strength, Perception, Endurance, Charisma, Intelligence, and Agility) and skills rather than classes. This is to encourage characters existing as distinct individuals rather than fill-in-the-blank archetypes. The choice of attributes is derived from the Fallout games but minus Luck due to it operating on a more metaphysical level rather than illustrating the tangible capabilities of a character.

Character creation

Skills

Perks

Tactical play

Initiative and turn order

Combat initiates with rolls from all participants to determine turn order, called the initiative roll. This is 2d12 + PERmod; any ties are resolved by who has the higher PER. Participants who enter the combat later roll initiative and slot into the turn order based on that.

Actions

Every character can perform three actions per turn.

Movement

Attacks

Armor class, damage threshold, and cover

Damage, demoralization, and death