The Lionheart DM system
Introduction & Stats
How it works
There are four stats in this system:
Strength - How strong and tough a character is. Wrestling with a dragon or not going flying when hit by a golem may well be within this character's ability.
Agility - How swift and dextrous a character is, characters may be capable of great acrobatic and athletic feats.
Intellect - How smart a character is and denotes magical power. A character might be able to figure out illusions or lies.
Spirit - A characters’ determination and willpower, or their wit and intuition, or any combination thereof. Also denotes magical power.
You are free to interpret these stats in other ways if you wish, in a way that fits your character.
The meaning of these stats is important - Because someone does not put any points into intellect, it does not mean their character is dumb. It is not something to compare against other characters, rather, it is a representation of the characters specialties. For example: Konrad has put 30 points into strength and 10 points into agility, but no one can really call Konrad stupid, annoying maybe, but not stupid.
Magical power is a tricky one. Whilst intellect is the stat to denote magical power, we are aware some characters are simply naturally gifted with magic or powered by faith and thus might not actually be all that ‘intelligent’. Similarly there may be especially intelligent characters who do not use magic. A work around for this is simply to not roll when an intellect based roll not related to magic is asked for, and vice versa. This is why Spirit is also an option for denoting magical power.
Allocating stats
Players are given up to 40 points to allocate to their stats. The total allocated points in a single stat cannot exceed 30. So, you cannot have a character whose stat allocation is 40/0/0/0.
Players do not have to allocate the entire 40 points if they do not wish to, rather, they can choose to add points over time or as events are completed to give themselves a form of character growth.
It is recommended that when allocating stats, priority is given to the stat you would like to use the most for combat, as you will be using that stat the most. Mixing all four might not be that fun, remember, just because someone has not put any points into strength, it does not mean that character is weak (unless you portray it that way), it is simply not their speciality.
What the stats do
The Lionheart uses the base WoW d100 roll, accessed via /roll, what the stats do is boost these rolls, represented by adding additional numbers beyond /roll when typing.
For example, someone with 30 strength, when asked to roll, will type /roll 31-130. This removes the need for doing maths to manually add the stat to a regular 1-100 roll.
(The reason for the 31 is because the base d100 roll for WoW does not include a 0. So someone getting 30 on a 30-130 roll would be incorrect)
For any roll, a DM will say what stat is required. Unless otherwise specified however, ALL the stats can be used for a combat roll. A strength character is absorbing or resisting a blow, an agility character is dodging, an intellect character is using magic or countering, a spirit character is seeing the blow coming or shrugging off the pain, as examples. This is ultimately up to the player’s perspective, and is a narrative tool.
For rolls where stats are not required or relevant, for example remembering details of what the quest giver told you, or becoming aware of an ambush, the DMs will often use regular d100 rolls.
Artifacts
Artifacts give characters a stat bonus, giving name to powerful weapons, armour, trinkets or innate abilities. They can be gained through personal quests or already be in a character's possession. There are also opportunities for artifacts in the midst of larger campaigns.
Regular artifacts provide a maximum of +10 in one stat, or +5 and +5 in two stats.
Artifacts are the only way to increase someone’s stats over the 30 limiter or reduce it under 90. There is then a hard cap of 45 on a stat. No artifact can give you more than 45 in a single stat. (DM’s reserve the right to throw both the soft and hard caps out the window for their story)
Cursed Artifacts provide greater bonuses, unless the DM is being particularly cruel with a macguffin the Lionheart needs to hold, but they always come with a -10 to a stat, in exchange for this, they often provide +15 instead of the regular +10 to another stat. They may provide a +5 in yet another stat instead. For example a sword that incurs a -10 to spirit but a +5 to agility and +10 to strength.
It is also possible for an artifact to allow a character to change their stats when used. For example, an artifact that turns someone into a giant troll snake may change their stats from 30/0/10/0 to 0/30/0/10. These types of artifact do not provide a stat bonus and the stats they use cannot be changed. So the giant snake wouldn’t be able to have 10 points in intellect instead of spirit if it took their fancy one day.
Characters can only have a maximum of two active artifacts, for purposes of use of the system.
Questions
Can I give myself -10 in a stat in exchange for an extra 10 points to spend elsewhere?
No. It was decided that this should not be allowed for purposes of making things simpler. As denoted in cursed artifacts, the ratio of granted points for minus points is not equal. -10 in a stat would give you 5 points to spend elsewhere using this logic.
Is saving people still a thing?
Yes, but it is not built into the rules. It is up to the DM, however, the way the Lionheart usually works with it is if there is the option for saving someone who failed a defence roll, the requirements for doing so is that your character has succeeded their defence roll, and that they rolled double the threshold for success. And that they are close enough. This may well differ from DM to DM.
Critical success? Critical failure?
There should be nice things for rolling a 100. This is entirely up the DM, it is not built into the rules.
My magic character is both intelligent and naturally gifted. Should I use Spirit or Intellect?
You have a choice which one to focus on, you must consider the secondary applications of the two stats, how you would prefer your character to be and pick the closest one. My recommendation in that specific case, as an example, would be to go with intellect and represent the natural gift through the medium of that.
Can I change my stats?
Yes, you can, this could be because you don’t think what you chose fits your character after testing, or in character changes. However, do not change stats mid event.
Is it possible to have artifacts ‘activate’ and confer bonuses when this happens?
Yes, artifacts are governed by yourself. You can choose to apply the bonuses they give or not at your discretion. For example, if an artifact sword your character has only activates when drawn, then simply do not apply the bonuses (or minuses if it’s cursed) until you deem it active. This artifact will however still count towards your maximum.
My character has more than two artifacts, how is this represented and is it allowed?
First of all, congratulations, you’re first against the wall come the revolution. In all seriousness however, yes, your character is allowed to have more than two artifacts HOWEVER you can never benefit from more than two artifacts stats wise. You must pick what artifacts will be applying to your character for the duration of the event. This is required for balance’s sake.
Tips and notes
How it works
There are four stats in this system:
Strength - How strong and tough a character is. Wrestling with a dragon or not going flying when hit by a golem may well be within this character's ability.
Agility - How swift and dextrous a character is, characters may be capable of great acrobatic and athletic feats.
Intellect - How smart a character is and denotes magical power. A character might be able to figure out illusions or lies.
Spirit - A characters’ determination and willpower, or their wit and intuition, or any combination thereof. Also denotes magical power.
You are free to interpret these stats in other ways if you wish, in a way that fits your character.
The meaning of these stats is important - Because someone does not put any points into intellect, it does not mean their character is dumb. It is not something to compare against other characters, rather, it is a representation of the characters specialties. For example: Konrad has put 30 points into strength and 10 points into agility, but no one can really call Konrad stupid, annoying maybe, but not stupid.
Magical power is a tricky one. Whilst intellect is the stat to denote magical power, we are aware some characters are simply naturally gifted with magic or powered by faith and thus might not actually be all that ‘intelligent’. Similarly there may be especially intelligent characters who do not use magic. A work around for this is simply to not roll when an intellect based roll not related to magic is asked for, and vice versa. This is why Spirit is also an option for denoting magical power.
Allocating stats
Players are given up to 40 points to allocate to their stats. The total allocated points in a single stat cannot exceed 30. So, you cannot have a character whose stat allocation is 40/0/0/0.
Players do not have to allocate the entire 40 points if they do not wish to, rather, they can choose to add points over time or as events are completed to give themselves a form of character growth.
It is recommended that when allocating stats, priority is given to the stat you would like to use the most for combat, as you will be using that stat the most. Mixing all four might not be that fun, remember, just because someone has not put any points into strength, it does not mean that character is weak (unless you portray it that way), it is simply not their speciality.
What the stats do
The Lionheart uses the base WoW d100 roll, accessed via /roll, what the stats do is boost these rolls, represented by adding additional numbers beyond /roll when typing.
For example, someone with 30 strength, when asked to roll, will type /roll 31-130. This removes the need for doing maths to manually add the stat to a regular 1-100 roll.
(The reason for the 31 is because the base d100 roll for WoW does not include a 0. So someone getting 30 on a 30-130 roll would be incorrect)
For any roll, a DM will say what stat is required. Unless otherwise specified however, ALL the stats can be used for a combat roll. A strength character is absorbing or resisting a blow, an agility character is dodging, an intellect character is using magic or countering, a spirit character is seeing the blow coming or shrugging off the pain, as examples. This is ultimately up to the player’s perspective, and is a narrative tool.
For rolls where stats are not required or relevant, for example remembering details of what the quest giver told you, or becoming aware of an ambush, the DMs will often use regular d100 rolls.
Artifacts
Artifacts give characters a stat bonus, giving name to powerful weapons, armour, trinkets or innate abilities. They can be gained through personal quests or already be in a character's possession. There are also opportunities for artifacts in the midst of larger campaigns.
Regular artifacts provide a maximum of +10 in one stat, or +5 and +5 in two stats.
Artifacts are the only way to increase someone’s stats over the 30 limiter or reduce it under 90. There is then a hard cap of 45 on a stat. No artifact can give you more than 45 in a single stat. (DM’s reserve the right to throw both the soft and hard caps out the window for their story)
Cursed Artifacts provide greater bonuses, unless the DM is being particularly cruel with a macguffin the Lionheart needs to hold, but they always come with a -10 to a stat, in exchange for this, they often provide +15 instead of the regular +10 to another stat. They may provide a +5 in yet another stat instead. For example a sword that incurs a -10 to spirit but a +5 to agility and +10 to strength.
It is also possible for an artifact to allow a character to change their stats when used. For example, an artifact that turns someone into a giant troll snake may change their stats from 30/0/10/0 to 0/30/0/10. These types of artifact do not provide a stat bonus and the stats they use cannot be changed. So the giant snake wouldn’t be able to have 10 points in intellect instead of spirit if it took their fancy one day.
Characters can only have a maximum of two active artifacts, for purposes of use of the system.
Questions
Can I give myself -10 in a stat in exchange for an extra 10 points to spend elsewhere?
No. It was decided that this should not be allowed for purposes of making things simpler. As denoted in cursed artifacts, the ratio of granted points for minus points is not equal. -10 in a stat would give you 5 points to spend elsewhere using this logic.
Is saving people still a thing?
Yes, but it is not built into the rules. It is up to the DM, however, the way the Lionheart usually works with it is if there is the option for saving someone who failed a defence roll, the requirements for doing so is that your character has succeeded their defence roll, and that they rolled double the threshold for success. And that they are close enough. This may well differ from DM to DM.
Critical success? Critical failure?
There should be nice things for rolling a 100. This is entirely up the DM, it is not built into the rules.
My magic character is both intelligent and naturally gifted. Should I use Spirit or Intellect?
You have a choice which one to focus on, you must consider the secondary applications of the two stats, how you would prefer your character to be and pick the closest one. My recommendation in that specific case, as an example, would be to go with intellect and represent the natural gift through the medium of that.
Can I change my stats?
Yes, you can, this could be because you don’t think what you chose fits your character after testing, or in character changes. However, do not change stats mid event.
Is it possible to have artifacts ‘activate’ and confer bonuses when this happens?
Yes, artifacts are governed by yourself. You can choose to apply the bonuses they give or not at your discretion. For example, if an artifact sword your character has only activates when drawn, then simply do not apply the bonuses (or minuses if it’s cursed) until you deem it active. This artifact will however still count towards your maximum.
My character has more than two artifacts, how is this represented and is it allowed?
First of all, congratulations, you’re first against the wall come the revolution. In all seriousness however, yes, your character is allowed to have more than two artifacts HOWEVER you can never benefit from more than two artifacts stats wise. You must pick what artifacts will be applying to your character for the duration of the event. This is required for balance’s sake.
Tips and notes
- The system is intended to be very fluid and simple, with more focus on what a character does than the mechanics behind them. What this system does is provide a structure for the DM to work off, to calculate difficulty of tasks and make the whole experience more coherent.
- A cursed artifact is just the mechanical name in the rules, as well, it is possible for an artifact to specifically be given a deficiency so it is better at something else. For example a suit of artifact armour may give -10 to agility and +15 to strength, but it is not cursed, per se, though your rolls might be.
- It is always worth bearing in mind that, in a combat situation, everything is always in motion, even if there is a delay from the DM or people are stationary typing out their emotes. There are no awkward pauses, and if you see one you’re imagining things and need to visit our reeducation specialist.
- Generally it is assumed that if you are using your turn to move across an entire room, you cannot then attack as well in that same emote. However, this is a flexible system and if you ask the DM if, say a warrior’s charge ability or a mage’s blink can allow them to both move and attack, then it is highly likely the DM will allow it. But you need to ASK.
- A big golem’s swing HURTS. If you fail the combat roll, it might be worth skipping the next turn as your character recovers from the blow. If it’s just taking a slash from a skeleton warrior, there is no issue here. A DM may FORCE people to skip a turn in they fail a roll. Ask if you are unsure if you should skip a turn if you fail a roll.
- Healing is FREE, but takes a turn. Characters can heal others instead of attacking, providing a form of interaction in a fight that is not just “i hit bad man with stick”. It is generally recommended that if you are trying to heal another who has been wounded that you both whisper that person and put their name in capital letters in your emote. For example; “Tallat steps away from the flailing melee to send healing holy light at GALGRUM, to keep the manic dwarf in the fight!”
- Ask, ask, ask. Direct questions in whisper or guild chat if possible to the DM if you want your character to do something and are not sure whether it’s allowed or whether it is achievable. The DM will decide and tell you.