Index Card RPG Heritage
Index Card RPG Heritage

Index Card RPG Heritage

  • THE FICKLE DICE GODS
    • This is a D20 Game, when trying to do something, you typically roll a D20 add bonuses and aim to roll high.
    • We use typical notation for polyhedral dice: D4, D6, D8, D10, D12, and the D20
  • THE TARGET
    • All the rolls in a scene are rolled against a single, all-powerful number: THE TARGET. Whether it’s to hit an enemy, the difficulty of scouting in heavy fog, or the cryptic symbols of a dead language. In one scene, there is only one TARGET, and all rolls must meet or beat that number to succeed.
    • EASY and HARD TARGETS. At times there are things that can be deemed easier or harder to do in a scene, for example using the right tool for a job might make for an EASY TARGET, on the flip side attempting an action under duress or from a disadvantageous position might make for a HARD TARGET.
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  • ROLL FOR EFFORT!
    • One of the core innovations in ICRPG is the concept of EFFORT. EFFORT consolidates all kinds of variations in the outcome of your successful ATTEMPT rolls, similar to damage in other games.
    • You will be rolling against all kinds of tasks with EFFORT, not just rolling damage! Anything that can’t be accomplished in an instant will need EFFORT to complete.
  • KINDS OF ACTIONS
    • SIMPLE automatic success, or failure.
    • CHECKS, roll a D20, meet or beat the TARGET to succeed.
    • ATTEMPTS, roll a D20, meet or BEAT the TARGET. On success roll for EFFORT
    • EFFORT rolls, sometimes the ATTEMPT roll is automatic, and you only roll for EFFORT
  • ADVENTURES IN TURNS
    • All actions, yes even social ones, take place in TURNS.
    • When every player at the table, including the GM, has taken a TURN, that is 1 ROUND.
    • Scenes typically have time pressure and need to be completed in a few ROUNDs.
  • MOVEMENT AND DISTANCE
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  • THREE KINDS OF TURNS
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