Kaernest System

Planning

## Dice System

The dice system for Kaernest is basically 2d12 and roll under or equal to a target number. The target number is typically set by adding a skill and attribute together. If rolling against someone, the higher roll wins. In general a higher roll is better than a lower roll, but you don't want to roll higher than your target number.

### Target Number

It should be noted that unlike other popular systems, lower target numbers are harder to hit than high target numbers.

### Additional Dice

In some cases, additional dice can be rolled. Most times these are a bonus die, in which case, 3d12 are rolled, but only the most favorable 2 dice are used. Sometimes a penalty die is rolled. In this case, the 2 least favorable dice are used. In a case where a bonus die and a penalty die would be used, they cancel each other out.

### Critical Rolls

In Kaernest, your  birth month has an impact on your luck and life. When you roll doubles of your birth month and succeed, you're considered to have rolled a critical success.

Heroic characters can **not** be born in the 12th month (double 12's can **never** be a success). You'll also notice that double 11's and double 10's will rarely succeed. People born in the " true winter" months are considered very unlucky.

## Character Creation

Characters are not class or level driven. The various sections will be point-buy. Not sure if each section will get its own points, or if points will be a pool spent across all sections.

## Combat

Most things in combat can be done by anyone (trip, disarm, damage, etc), but Tricks and Talents would make some people better at some of these than others.

No "attacks of opportunity" (or perhaps this is a Trick or Talent?).

I like the 3-action-economy of Pathfinder. It's simple and it works. Different actions cost 1, 2, or 3 actions. However, I'm not a fan of "free reactions" (or limitless "free actions"), so if someone gets something that should work as a "reaction" they'll have to save an action for it. I'm thinking limit "free actions" to 2?

### Health and Healing

Instead of hit points, I'm thinking wounds, and probably levels of wounds (ala: Blades in the Dark, or Star Wars d6). When you get hit, you resist the wound. To avoid adding another roll here, use passive wound resistance, or maybe damage is flat, and the player rolls to resist instead of the bad guy rolling damage.

Everyone has 3 levels of wounds, 1 wound at each level (or 2?). "Tricks and Talents" might allow more wound at a given level? Maybe everyone starts with 2 level 0 wounds for when you get hit, but it's not enough to "wound" you? When any given level is full, any further wounds go to the next level. If you're out of wounds, you're dead/dying. Stress/Grit/Spirit can be spent to wipe out a level 0 "wound"?

## Intrigue

I'm thinking Intrigue will work with "Regard" on a scale of 1 (enemy) to 12 (friend). The idea will be to move someone's Regard higher. Something like manipulating them can move it higher, but for a long but limited time. Intimidating someone might increase their Regard faster, but for a much shorter time period, and with greater consequences if you fail. Seducing someone would move it up permanently, but also add a trait to the relationship, such as "romantic". Default/neutral Regard would be 6. This may switch from 1-to-12 to -12-to-12.

## Narration

Narration includes flashbacks, where characters can spend effort to set themselves up during an adventure, for something their character probably would have thought of (being an expert) where the player did not. This helps reduce time spent on deep planning.

Narration will also cover elements of character creation that include gaining effort through roleplaying your characters goals, values, and impulses (and anathemas?).