Zelda Hyrule Adventures Session 1

We’re running our first session this Friday May 16th, 2014 using the homebrew rules I created.

I’ll try to recap the good and the bad of this playtest. Here are the rules we are going to try out:

blue-link green-link

Translation from D&D 4e

Hearts (replaces HP)

  • used to measure how many times you can be hit by an enemy before you die.
  • represented by red bar above character
  • you start with 5 hearts

Defense (Replaces AC, Reflex, Fortitude and Will)

  • starting defense is 15 (base 10 + total hearts)
    defense can be improved by gaining more hearts
    there are no shields in the current build of this game

Power (replaced Strength Modifier)

  • is used as a bonus on attack rolls
    starts at 5, matching up with total hearts

Initiative

  • Rolled using 1d20 + POWER when a new board is loaded.

Magic Meter

  • used to track points for special item use
    represented by green bar above player

Combat Advantage

  • Any player or enemy that is hit from behind offers combat advantage of +2 to attack rolls
    Combat advantage is played the same as normal rules

What about healing surges and encounters?

Encounters and healing surges are not part of the rules since power is regained by collecting hearts and magic.

What can I do on my turn?

On each turn you can move, complete a minor action and a standard action

MOVE ACTIONS

1) Move

  • You can move up to 5 squares each turn for your move action. This includes any direction, including diagonal movement
  • If you move through a square that is adjacent to an enemy‚Äôs square you will offer an opportunity attack

2) Shift (without mark)

  • For your move action you can use a shift to move 1 square and avoid opportunity attacks for that one movement. No additional movement can be made once you shift.

3) Dash

  • You can dash 3, 4 or 5 squares at a single opponent for a +2 to your attack.
  • You will take opportunity attacks if you pass through any squares with enemies in adjacent squares

4) Roll

  • you can roll 3 squares in any single direction and avoid opportunity attacks for that one movement.
  • No additional movement can be made once you roll.

5) Marking

  • If you target/mark an opponent, you can shift any and all of your moves and avoid opportunity attacks from that marked enemy.
  • Any other enemies will still get opportunity attacks normally.
  • A marked opponent will provide you with an opportunity attack if it tried to attack another player. It will also take a -2 penalty to attack rolls against other players
  • A mark ends when the player dies

MINOR ACTION

You can do the following as minor actions

  • switch weapon/items
  • collect a key (you can only hold one key at a time)
  • collect a rupee
  • collect a heart
  • can be picked up and your hearts count will increase by 1. You can not pick up hearts if your hearts bar is at full count.
  • collect a heart container
  • can be picked up and your hearts bar will increase its maximum count by 1.
  • open a bottle (letting out a fairy) or getting ready to drink a potion

STANDARD ACTIONS

1) Attack
You can not attack another player. You can only attack enemies or obstacles.

You can attack with:

Sword

  • Click macro button to attack with your sword (1d20+POWER, 1d4 hearts damage)
  • Attacking with your sword will consume no magic meter points

Special Items

  • As you progress through the game you will be given access to using additional macros so you can use/attack with items you pick up. These items may gain additional powers as you progress
  • Items can be used without any skill check outside of combat
  • You may find that using certain items to attack provide attack roll bonuses OR damage roll bonuses. This will be revealed by the GM on a case by case basis and will be critical when facing bosses.
  • Items available during gameplay may include:
    • boomerang
    • hammer
    • bomb
    • bow and arrow
    • hookshot
    • shovel
    • slingshot
    • flippers
    • musical instruments

2) Special Attacks

  • Special attacks consume Magic Meter points
  • Spin Attack (5 points) – click macro to attack with your spin attack
  • Sword Beam – ???
  • Use of certain item power-ups also consume Magic Meter points such as ice arrow, fire arrow, ice rod, fire rod

3) Bump

  • For your turn, you can choose to bump a player who just picked up a rupee gem
  • To bump a player, you need to be able to enter an adjacent square using your move (5 squares)
  • Roll your power against their power.
  • Attackers 1d20 + POWER MOD vs Defenders 1d20 + POWER MOD
  • The losing roller moves away from the other player 1 square. No damage.

4) Drink Potion/Elixer

  • Drink a green or red portion as a standard action.
  • Potions will increase the related bar to maximum count

purple-linkred-link

DEATH

Enemies and players die immediately when they reach zero hearts

Enemy Death

  • Enemies disappear in a puff of smoke and may leave behind rupees, hearts or other items

Player Death

  • Players will respawn at the starting position for the current screen with same statistics and items.
  • The cost to respawn is 50 rupees. If a player has less than 50 rupees, they will start at 0 rupees.
Shares

More Tribality Articles You Might Enjoy

Shawn Ellsworth

Shawn is an author and co-founder of Tribality.com. He first got into tabletop RPGs through ninjas and then by playing a Kender in Dragonlance. Years later, he can be found running games in the Nentir Vale and his own Seas of Vodari campaign setting.