Duodeca RPG System: Difference between revisions
Created subsections to begin fleshing out tactical play rules. |
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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. | 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 === | === Actions and reactions === | ||
Every character can perform three actions per turn. | Every character can perform three actions and one reaction per round. Actions can only be performed in that character's turn in a round, reactions can only be performed during another's. | ||
=== Movement === | === Movement === | ||
Revision as of 00:59, 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 and reactions
Every character can perform three actions and one reaction per round. Actions can only be performed in that character's turn in a round, reactions can only be performed during another's.