Chapter 5 - Playing the Game
Making Rolls
Now that you've got your hero built, and you've purchased some equipment, it's time to talk about how your hero interacts with the environment and other people (also known as "adventuring"), and when those interactions turn hostile (commonly known as "combat"), and how all those interactions fit into your hero's progression.
In OHO, action descriptions will instruct you to make a particular roll with an ATTRIBUTE, the number your hero has in that ATTRIBUTE is the number of d6 you roll for that action, and for every two points in that ATTRIBUTE your hero gains +1 to the given roll, plus modifiers to that action as determined by any APTITUDES your hero has. For example, a 2 in REFLEX grants 2d6(+1) to any action that uses REFLEX, like a dodge DEFENSE roll.
The number rolled is compared to a CR, or Challenge Rating. This number depends on the action attempted, and is categorized as either a CONTESTED roll, or a GENERAL roll:
- A CONTESTED roll is when the success of an action your hero takes depends upon the outcome of another roll, such as ATTACK rolls or baneful SPELL EFFECT rolls that target others.
- A GENERAL roll is when the success of an action your hero takes depends upon the difficulty of the task itself, such as jumping a 10-foot gap or learning a particular skill.
Success on an action roll nets a number of success points equal to half the CR:
- MIGHT, REFLEX, and FORTITUDE rolls grant Physical Success Points
- INTELLECT and PERCEPTION rolls grant Mental Success Points
- APPEARANCE and PERSONALITY rolls grant Charm Success Points
- MANA rolls grant MANA (or Mystical) Success Points
Success points are discussed more in Advancement
Actions
Actions your hero takes have a "tick" cost, which mostly applies in combat (See Resolving Combat Initiative). These costs represent the amount of effort that goes into the individual action. For example, to make a basic attack with an equipped weapon is a 3-tick action. More detail in Combat.
There are many basic actions that your hero can take, and many more that are granted by purchasing various APTITUDES.
Table 5-1 lists the basic actions that can be taken during the game, and the general associated ATTRIBUTE that governs it:
ACTION | ATTRIBUTE | tick-cost |
---|---|---|
AIM | reflex | 1 |
ATTACK | might | 3 |
BALANCE | reflex | 2 |
CLIMB | might | 2 |
COERCE | personality | 3 |
CONCEAL | reflex | 3 |
CRAWL | reflex | 2 |
DASH | reflex | 2 |
DEMORALIZE | appearance | 3 |
DIVERT | personality | 3 |
DODGE | reflex | 1 |
DROP | reflex | 1 |
ESCAPE | reflex | 3 |
FORCE-OPEN | might | 3 |
GATHER-INFO | personality | 3 |
GRAB-EDGE | reflex | 1 |
GRAPPLE | might | 3 |
GUARD | reflex | 3 |
HIDE | reflex | 2 |
IMPERSONATE | personality | 3 |
IMPRESS | personality | 3 |
IMPROVISE | intellect | 6 |
JUMP | might | 2 |
LIE | personality | 3 |
MANIPULATE | intellect | 3 |
MOUNT | reflex | 2 |
PARRY | reflex | 1 |
PERFORM | appearance | 6 |
RECALL | intellect | 3 |
REPOSITION | might | 3 |
REQUEST | personality | 3 |
SEARCH | intellect | 3 |
SENSE-DIRECTION | perception | 3 |
SHOVE | might | 3 |
SNEAK | reflex | 2 |
STABILIZE | intellect | 3 |
STAND | reflex | 2 |
STEAL | reflex | 3 |
STEP | reflex | 1 |
SWIM | might | 2 |
TAKE-COVER | reflex | 1 |
TRAIN-ANIMAL | intellect | 3 |
TRIP | might | 3 |
TUMBLE | reflex | 2 |
Basic Actions in Detail
AIM
For each tick spent AIMing (up to three), your hero gains +2 to their ATTACK ROLL. The target must be in your hero's sight from beginning of the Aim action to the beginning of the Attack action, or the bonus is lost.
ATTACK
Make a MIGHT roll as your hero attempts to strike a target, whether it be with an unarmed attack or an equipped weapon. Successive attacks in a round suffer a cumulative -1d penalty.
BALANCE
Make a REFLEX roll as your hero attempts to move across a narrow surface or uneven ground. Your hero is offguard while balancing. Each success is 1-unit (5ft) moved, up to twice your hero's speed.
CLIMB
Make a MIGHT roll as your hero moves a maximum distance of 1-unit (5ft) up, down, or across an incline. Your hero is off-guard while climbing unless they have a climb Speed. The GM determines the CR based on the nature of the incline and environmental circumstances. If your hero's speed is 3 or higher, increase the maximum distance by 1-unit (5ft) for every 2 units of speed above 3.
COERCE
Make a PERSONALITY roll as your hero attempts to coerce a creature into doing something.
CONCEAL
Make a REFLEX roll as your hero attempts to conceal an object on their person, or to conceal something done with their hands, such as planting something on another creature.
CRAWL
Your hero, while prone, moves 1-unit (5ft), remaining prone.
DASH
This is as fast as your hero can run, a full sprint. Your hero moves twice their speed in a line in one direction. Your hero must be standing to start this action, and cannot change their facing at the end of the movement. Your hero gains double the momentum normal, but is immediately lost if the next Action taken does not use this momentum.
DEMORALIZE
Make an APPEARANCE roll, as your hero attempts to shake a hostile creature's resolve. The following table describes the effect on the target based on the number of successes:
# of successes | effect |
---|---|
1 | target gains the Frightened condition |
2 | target gains the Panicked condition |
DIVERT
Make a PERSONALITY roll, as your hero attempts to cause a diversion. Any creature that has less successes than you takes a penalty to any PERCEPTION rolls made to perceive anything other than your hero.
DODGE
Make a REFLEX roll as your hero attempts to dodge an attack aimed at them. This action is used as a DEFENSE against an ATTACK roll. Your hero either steps 1-unit (5ft), or, if there are no available spaces, drops prone.
DROP
Your hero drops either an item they are carrying, or they drop to the ground in their space, gaining the prone condition.
ESCAPE
Make a REFLEX roll as your hero attempts to escape a grapple, restraint, or other effect that has them immobilized. The CR is determined by the effect, and more successes ends the condition.
FORCE-OPEN
Make a MIGHT roll as your hero attempts to force open a door, window, chest, or other object that can be opened.
GATHER-INFO
Make a PERSONALITY roll as your hero attempts to get information from someone. Creatures with friendlier attitudes provide lower CRs.
GRAB-EDGE
Make a REFLEX roll as your hero attempts to grab on to a foothold or ledge after either falling or failing a climb or jump.
GRAPPLE
Make an ATTACK roll using MIGHT, as your hero attempts to grab an object or grapple a creature, or maintain a grapple your hero already holds. Tick cost varies.
GUARD
Taking a defensive stance, your hero gains an automatic success on all DEFENSE ROLLS made while guarding.
HIDE
Make a REFLEX roll as your hero attempts to hide from sight, using some kind of cover or other concealment. Your hero is hidden from each creature who has less successes than your hero. Gain an automatic success if your hero is already hidden.
IMPERSONATE
Make a PERSONALITY roll as your hero attempts to impersonate a particular individual.
IMPRESS
Make a PERSONALITY roll as your hero attempts to make an impression with a creature, typically to improve their attitude. Each success moves the target's attitude one step.
IMPROVISE
Make an INTELLECT roll as your hero attempts an action they wouldn't normally have access to. This usually applies to activating an object's ability that requires an action to which your hero does not have access (like driving a chariot or other vehicle that requires the DRIVE action).
JUMP
Make a MIGHT roll as your hero attempts a jump, either horizontally or vertically. The attached table shows the CR depending on the distance. Momentum bonus is only half for a vertical jump.
CR/units | horizontal | vertical |
---|---|---|
1 unit (5ft) | 3 | 6 |
2 units (10ft) | 6 | 12 |
3 units (15ft) | 9 | 18 |
4 units (20ft) | 12 | 24 |
5 units (25ft) | 15 | 30 |
6 units (30ft) | 18 | 36 |
LIE
Make a PERSONALITY roll as your hero attempts to tell a lie to someone. More successes than the target's PERCEPTION roll indicate the level of belief, as indicated by the following table.
# of successes | effect |
---|---|
1 | target believes the lie initially |
2 | target believes the lie without question |
MANIPULATE
Make an INTELLECT roll as your hero attempts to interact with an object or device. The GM sets this CR.
MOUNT
Your hero moves onto an adjacent creature that is both willing to be mounted and at least one size category larger than them. This action is also used to dismount.
PARRY
Make a REFLEX roll as your hero attempts to parry an attack with a wielded weapon. This action is used as a DEFENSE.
PERFORM
Make an APPEARANCE roll as your hero attempts to perform something. This generally applies to a broad range of actions, and the GM will help define when this action is appropriate, but typically: acting as a character in a stage performance, or dancing for a group of court nobles, or playing the violin at a concert, are all examples of appropriate situations for the PERFORM action.
RECALL
Make an INTELLECT roll as your hero attempts to recall information about a given topic. The number of successes indicate the depth of knowledge recalled, as indicated by the following table.
REPOSITION
Make a MIGHT roll as your hero attempts to move a target around, a number of units up to the number of successes on the contested roll. Your hero can move up to the number us successes during this action, and the target must remain within your hero's reach for the entire movement.
REQUEST
Make a PERSONALITY roll as your hero makes a request of someone who is friendly or helpful. CR is based on the difficulty of the request and the attitude towards your hero.
SEARCH
Make an INTELLECT roll as your hero attempts to search for something.
SENSE-DIRECTION
Make a PERCEPTION roll as your hero attempts to discern true north, or another given direction (as determined by the GM).
SHOVE
Make a MIGHT roll as your hero attempts to shove a creature. A target is pushed a number of units equal to the number of successes your hero attains.
SNEAK
Make a REFLEX roll as your hero attempts to move silently so as to not give away their position.
STABILIZE
Make an INTELLECT roll as your hero attempts to provide first-aid to a creature. Choose either the dying condition or the bleeding condition. This is a special CONTESTED roll against the number of instances of whichever condition you chose. Each success removes one instance of the condition.
STAND
Your hero, while prone, stands.
STEAL
Make a REFLEX roll as your hero attempts to steal an item.
STEP
Your hero simply moves their speed, and the next action taken benefits from Momentum 1.
SWIM
Make a MIGHT roll as your hero attempts to swim. Each success is 1 unit (5ft) successfully swam through the water during this action.
TAKE-COVER
Your hero either gains double the standard bonus for cover (if they are already benefiting from cover), or gains the benefits from cover (if they are adjacent to an object that could provide cover). This bonus lasts until your hero moves away from the cover, attacks, or otherwise performs an action that causes their cover to be "blown".
TRAIN-ANIMAL
Make an INTELLECT roll as your hero attempts to command an animal to perform a trick or other trained action.
TRIP
Make an ATTACK roll using MIGHT as your hero attempts to trip a target, knocking them prone.
TUMBLE
Make a REFLEX roll as your hero attempts to tumble through a target's space.