Post by Raven Archon on Sept 18, 2014 11:58:22 GMT -8
This forum is set up so Mish, Drach, and I can continue our older Lord of the Rings game (which really only had one session) should we desire to do so. I kept saying I'd set it up and post our older session, so I might as well since Drahc was asking about it in the other forum.
Since I'm setting this up too I might as well go back over the basics of the rules.
Like D&D, only not.
CODA is very heavily inspired by D&D. Everything is resolved by rolling dice (in this case 2d6 instead of a d20) and then adding modifiers. If this "Test" (CODA word for check) beats a "Target Number (TN)" (CODA word for Difficulty Class (DC)) then you succeed. If not, then you fail.
"Crits" are handled through explosive dice, meaning that if you roll double 6s then you get to roll another d6 and add it to the result. If that also comes up a 6 you can roll it again and keep going till you don't get another 6. So you can get some very high results.
Going along with the above, results are not binary like in D&D - success or fail. Rather results are tiered, meaning that you get degrees of success. The higher you roll over the TN of a test, the better at it you do.
Your character is also set up very D&D like. You have attributes, which generate modifiers (Like Nimbleness 12 (+3)) and you add the modifier to secondaries, not the attribute itself. You have reactions which are exactly like D&D saves, you have Defense, which is exactly like D&D armor class, and you have skills, which work just like D&D skills.
Some things are different of course. Weapons are now all skills rather than having a separate base attack. Also Armor gives Damage Reduction rather than adding to your Defense. Lastly, heroes have multiple tiers of Health (HP). When they completely lose all the HP in one tier they drop to the next and get a penalty on every action. Kind'a like the condition track from SAGA Star Wars. They also have a Weariness track, which works pretty much the same, but tracks weariness gained from marching and staying awake and the like rather than damage.
"Leveling up" or rather "Gaining Advancements" as it's called is CODA is actually very different than in D&D. First the amount of EXP needed to gain an Advancement is static - it doesn't get higher as you gain more. Instead it's a flat amount - I think 1000 EXP - per advancement. Additionally, advancements give you nothing inherently. No automatic bonus to health, or skills, or anything like that. Rather in CODA, it's all very free-form, giving you a number of "Picks" that you can spend on anything you want. Upgrade skills, add health, buy a new Edge (feat), whatever. Some things cost more "picks" than others.
Okay, that's the jist of it. I'll go post our edited session.
Since I'm setting this up too I might as well go back over the basics of the rules.
Like D&D, only not.
CODA is very heavily inspired by D&D. Everything is resolved by rolling dice (in this case 2d6 instead of a d20) and then adding modifiers. If this "Test" (CODA word for check) beats a "Target Number (TN)" (CODA word for Difficulty Class (DC)) then you succeed. If not, then you fail.
"Crits" are handled through explosive dice, meaning that if you roll double 6s then you get to roll another d6 and add it to the result. If that also comes up a 6 you can roll it again and keep going till you don't get another 6. So you can get some very high results.
Going along with the above, results are not binary like in D&D - success or fail. Rather results are tiered, meaning that you get degrees of success. The higher you roll over the TN of a test, the better at it you do.
Your character is also set up very D&D like. You have attributes, which generate modifiers (Like Nimbleness 12 (+3)) and you add the modifier to secondaries, not the attribute itself. You have reactions which are exactly like D&D saves, you have Defense, which is exactly like D&D armor class, and you have skills, which work just like D&D skills.
Some things are different of course. Weapons are now all skills rather than having a separate base attack. Also Armor gives Damage Reduction rather than adding to your Defense. Lastly, heroes have multiple tiers of Health (HP). When they completely lose all the HP in one tier they drop to the next and get a penalty on every action. Kind'a like the condition track from SAGA Star Wars. They also have a Weariness track, which works pretty much the same, but tracks weariness gained from marching and staying awake and the like rather than damage.
"Leveling up" or rather "Gaining Advancements" as it's called is CODA is actually very different than in D&D. First the amount of EXP needed to gain an Advancement is static - it doesn't get higher as you gain more. Instead it's a flat amount - I think 1000 EXP - per advancement. Additionally, advancements give you nothing inherently. No automatic bonus to health, or skills, or anything like that. Rather in CODA, it's all very free-form, giving you a number of "Picks" that you can spend on anything you want. Upgrade skills, add health, buy a new Edge (feat), whatever. Some things cost more "picks" than others.
Okay, that's the jist of it. I'll go post our edited session.