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, plus modifiers to that action as determined by any APTITUDES your hero has. For example, a 2 in REFLEX grants 2d6 to any action that uses REFLEX, like a dodge DEFENSE roll. The ACROBAT aptitude gives a +1 to that 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.
General Rolls
Applicable to most situations, a general roll combines each result of the die in your pool, and compares it to the CR.
Contested Rolls
Typically used in interaction encounters, be it combat or social, contested rolls are rolls against another character (or monster!), where individual dice values are compared to each other. After each pool of dice are rolled, arrange the values in descending order vertically, and match the counterparts. Any extra dice are set aside and will be used shortly; compare the dice rolls, adding any modifiers to each of your die (not the extra). The extra die are added together and used as a pool of bonus points to be added; first to die that are less than their contested die, and then the rest goes to the highest roll.
Success
If the number you rolled is greater than or equal to the CR, your hero has succeeded, gaining half the CR as success points to the appropriate category:
- MIGHT, REFLEX, and FORTITUDE rolls grant Physical Success Points
- INTELLECT and PERCEPTION rolls grant Mental Success Points
- APPEARANCE and PERSONALITY rolls grant Social Success Points
- MANA rolls grant Mystical Success Points
If that number is double the CR, that's a critical success! Your hero gains the CR as success points, and for effects that count successes, counts as two successes. For every multiple higher, count another success. Success also counts die rating; divide the number of success points your hero gains by the difference in their dice pool and the die rating, rounding up (to a minimum of one (1) success point).
For example, if a hero with MIGHT 3 rolls against a CR of 4, an average roll of 10 is a critical success, but the CR is a one-die rating, so 3 - 1 = 2, causing a gain of only 2 physical success points.
Success points are discussed more in Advancement.
Actions
Actions your hero takes have a "tick" cost, which mostly applies during an encounter. 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 on that 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 |
Action Traits
Traits give actions properties that categorize actions and can be targeted by aptitudes for bonuses. Some traits are added to certain actions as a result of aptitudes taken.
Basic Actions in Detail
AIM
- Traits:
- basic
- special
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
- Traits:
- basic
- attack
Make a DEFENSE-contested 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
- Traits:
- basic
- move
Make a general 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
- Traits:
- basic
- move
- athletic
Make a general 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. 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
- Traits:
- basic
- influence
- interact
Make a PER-contested PERSONALITY roll as your hero attempts to coerce a creature into doing something.
CONCEAL
- Traits:
- basic
- clandestine
Make a PRC-contested 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
- Traits:
- basic
- move
- prone
- special
Your hero, while prone, moves 1-unit (5ft), remaining prone.
DASH
- Traits:
- basic
- move
- special
This is as fast as your hero can run, a full sprint. Your hero moves two and a half times their speed rounded down, 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 momentum 2.
DEMORALIZE
- Traits:
- basic
- influence
- interact
Make a PER-contested 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
- Traits:
- basic
- influence
- interact
Make a PRC-contested 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
- Traits:
- basic
- defend
- move
- reaction
Make an ATTACK-contested 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
- Traits:
- basic
- move
- special
Your hero drops either an item they are carrying, or they drop to the ground in their space, gaining the prone condition.
ESCAPE
- Traits:
- basic
Make a REFLEX roll as your hero attempts to escape a grapple, restraint, or other effect that has them immobilized, which determines the CR and the type of roll. More successes ends the condition.
FORCE-OPEN
- Traits:
- basic
- athletic
Make a general MIGHT roll as your hero attempts to force open a door, window, chest, or other object that can be opened.
GATHER-INFO
- Traits:
- basic
- interact
Make a PER-contested PERSONALITY roll as your hero attempts to get information from someone. Creatures with friendlier attitudes provide lower CRs.
GRAB-EDGE
- Traits:
- basic
- move
- reaction
Make a general REFLEX roll as your hero attempts to grab on to a foothold or ledge after either falling or failing a climb or jump.
GRAPPLE
- Traits:
- basic
- attack
- athletic
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
- Traits:
- basic
- defend
- special
Taking a defensive stance, your hero gains an automatic success on all DEFENSE ROLLS made while guarding.
HIDE
- Traits:
- basic
- move
- clandestine
Make a PRC-contested 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
- Traits:
- basic
- interact
Make a PRC-contested PERSONALITY roll as your hero attempts to impersonate a particular individual.
IMPRESS
- Traits:
- basic
- influence
- interact
Make a PER-contested 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
- Traits:
- basic
Make a general 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
- Traits:
- basic
- move
- athletic
Make a general MIGHT roll as your hero attempts a jump, either horizontally or vertically. Your hero must be standing to start this action, and cannot change their facing at the end of the movement. Your hero gains momentum 2. The attached table shows the CR depending on the distance.
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
- Traits:
- basic
- influence
- interact
Make a PRC-contested 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
- Traits:
- basic
Make a general INTELLECT roll as your hero attempts to interact with an object or device.
MOUNT
- Traits:
- basic
- move
- special
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
- Traits:
- basic
- defend
Make an ATTACK-contested REFLEX roll as your hero attempts to parry an attack with a wielded weapon. This action is used as a DEFENSE.
PERFORM
- Traits:
- basic
- performance
Make a general 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
- Traits:
- basic
- knowledge
Make a general INTELLECT roll as your hero attempts to recall information about a given topic. The number of successes indicate the depth of knowledge recalled.
REPOSITION
- Traits:
- basic
- attack
- move
- athletic
Make a DEFENSE-contested 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
- Traits:
- basic
- interact
Make a PER-contested 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
- Traits:
- basic
Make a general INTELLECT roll as your hero attempts to search for something.
SENSE-DIRECTION
- Traits:
- basic
Make a general PERCEPTION roll as your hero attempts to discern true north, or another given direction (as determined by the GM).
SHOVE
- Traits:
- basic
- attack
- athletic
Make a DEFENSE-contested 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
- Traits:
- basic
- move
- clandestine
Make a PRC-contested REFLEX roll as your hero attempts to move silently so as to not give away their position.
STABILIZE
- Traits:
- basic
- healing
Make an INTELLECT roll as your hero attempts to provide first-aid to a creature. This is a special CONTESTED roll against the number of instances of dying. Each success removes one instance of the condition.
STAND
- Traits:
- basic
- move
- prone
- special
Your hero, while prone, stands.
STEAL
- Traits:
- basic
- clandestine
- larceny
Make a PRC-contested REFLEX roll as your hero attempts to steal an item.
STEP
- Traits:
- basic
- move
- special
Your hero simply moves their speed, and the next action taken benefits from Momentum 1.
SWIM
- Traits:
- basic
- move
- athletic
Make a general MIGHT roll as your hero attempts to swim. Each success is 1 unit (5ft) successfully swam through the water during this action.
TAKE-COVER
- Traits:
- basic
- move
- special
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
- Traits:
- basic
Make a general INTELLECT roll as your hero attempts to command an animal to perform a trick or other trained action.
TRIP
- Traits:
- basic
- attack
- athletic
Make an ATTACK roll using MIGHT as your hero attempts to trip a target. More successes than the target knocks them prone.
TUMBLE
- Traits:
- basic
- move
- athletic
Make a DEFENSE-contested REFLEX roll as your hero attempts to tumble through a target's space.