I know, I know, you're just rearing to get to the juicy parts, but before you dive in there's some general tips and tricks that you'd be wise to listen to.
In CTG we keep things simple with a rule not even Gallahad can change. We always round up.
In CTG rounding up is one of the most important and basic rules. If at any point there is a discrepancy between whether you should round up or down. You always round up.
In CTG There is a lot of lollygagging and Rambling purely there to waste your time. but to divide the waffle from what you really came here for the ruling is below.
In CTG there is a lot of flavour text that helps to paint a picture in your head. To keep CTG simple all flavour text is Italicized. The important part of the ability is written in normal text with the keywords bolded to help find the key points quickly. Flavour has no impact on the ability or rulings that are written.
You can play CTG using the scraps found in your draws and an Electronic device or you could pull out the big guns and use specialized equipment for the CTG Connoisseurs such as the special seven piece dice set or playing cards crafted by Gallahad himself.
To play CTG there is some basic equipment that you need to get started. So to start you’ll need
An Electronic Device that can connect to Wifi
A Pack of playing cards.
The Items listed below are not required but will make playing easier and more enjoyable.
A seven piece dice set (You can use online dice provided by google)
A positive, can do attitude.
In CTG there's a lot of dice which can get a little confusing with all the doodads and painted icons. But luckily for you we here in the pro industry are able to lend a helping hand. So a little tip from one traveler to another. We cut the D from dice to help simplify things.
In CTG we use terms like 1d20, 4d6, and 2d8 often. This is a shortened term to quickly explain what dice need to be rolled. The first number tells you how many dice you need to roll. The Second number tells you how many sides the dice has.
As an example
1d20 = One Twenty sided die
4d6 = Four six sided dice
2d8 = Two eight sided dice
Sometimes you’ll be forced to lay the dice down and dip your fingers into the pool of fate or have it saddle on the back of your dice roll to really up the ante. The card draw is almost as versatile as a dice roll itself.
When playing CTG you'll often need to draw a card. You can draw a card for various different reasons such as for a damage modifier, a class ability, or because your game master asks you to. When prompted you may draw from your deck of cards, reveal it to your table and apply it to the situation you're in. The function of the card will vary and specific rulings are written next to the applicable abilities.
Each card in your 54 packet should all be numbered and pictured and in CTG we believe that bigger is better. So the higher the number or the fancier the picture will lead to a better result
When making a card draw the value of the card is the important factor. Each card represents a numerical value.
The exception to this rule is with Joker Cards. Jokers represent the best and worst possible outcomes when it comes to card draw. Often abilities that require card draws will have specific rulings for Jokers. The Red Joker represents the best possible outcome. The Black Joker represents the worst possible outcome.
Additionally in situations where the suit of the card matters. (E.g. Combat) The order of priority for the cards are: Diamond, Heart, Clubs, Spades. As an example a 7 of Diamonds is more valuable than a 7 of Spades
Below is a table with all the cards and their numerical value
Sometimes Gallahad may give you that special little wink, allowing you double the chance of getting the goodies. But sometimes Gallahad will give you the cold shoulder. Doubling the chance of losing the goods.
At various points in the game you'll have either advantage or disadvantage. Having these effects can heavily influence the odds of the action you are trying to perform by Doubling the odds of either succeeding or failing. The effects of which vary depending on whether you’re rolling the dice or drawing a card.
Rolling the Dice:
When making a dice roll with advantage. You roll the die twice and may take the higher of the two values to use
When making a dice roll with disadvantage. You roll the die twice and must take the lower of the two values to use
Drawing Cards:
When drawing a card with advantage. You draw two cards and may keep the card with the higher value
When drawing a card with disadvantage. You draw two cards and must keep the card with the lower value.
In this world, you can be good, bad or sometimes really bad. This can be shown by a little number added to your rolls. When you're good at something. It makes doing it a hell of a lot easier. When you're bad at something, you'll know pretty quickly.
In CTG, modifiers for the most part are fixed numbers that can influence your dice rolls. The modifier used is dependent on your roll and are primarily determined by your ability scores (More on that in Chapter 2) When asked to. You must add your modifier to a roll. If the chosen modifier has a negative value. You must subtract it from your roll instead.
In CTG expanded modifiers are numbers that can influence the total on the dice rolls. The way this works is that a modifier will be added or subtracted from your Natural Roll (The number you initially get when you roll the dice) to get your total roll. Modifiers can come from many different sources including magic, proficiency bonus's, abilities, and Ability Scores. The sources of these modifiers will be discussed in a later section of this guide.
In CTG you'll often find a need to know the measurements of something. Whether its the size of a creature or the area that your spell occurs. Measurements are a small yet important part of the Game
In CTG we use the Imperial system for most basic measurements.
For those who are used to using the metric system. Heres some general conversions to help visualise distances
1m = 3ft
10m = 30ft
30m = 100ft
Creature Size:
In CTG there are five different creature sizes
Miniature - Any creature under 2 ft
Small - Any Creature between 2 ft - 4 ft
Average - Any Creature between 5ft and 7 ft
Large - Any Creature between 8 ft and 12 ft
Giant - Any Creature over 13 ft tall
Shapes:
Shapes are best represented using a 5ft grid
Line:
Radius:
Sphere:
Cone:
You ever been to a drinking contest?
Often there will be times where you need to outroll another character. This is done through contesting. This is where both you and the target character roll against each other with the person who has the highest roll succeeding.
Below are some examples of this mechanic.
A stealth check may be contested against an enemies perception check
An athletics check to grapple someone can be contested with either an athletics or dexterity check.
A deception check may be contested against a judgement check.
If there is not another player a roll may be contested against a difficulty class or DC for short. The difficulty is a number set by your game master to determine how hard an action is to perform.
In CTG you'll come across a variety of terms that are consistently used to keep things clear and simple. Below is a list of these words and their definitions
You - This refers to you as the reader / Player
May - You have the choice of doing this and you may choose not to do this
Must - You have to do this. There is no choice
Creature - Any living entity
Target - You may choose a creature to target
Ally - A target creature that is aligned with you
Willing Creature - A target creature who lets you do what you need to do.
Player - A person who is playing CTG
PC - A playable character who is being used by a Player
NPC - A non playable character that is being Played by the Game Master.
Exhaust - An ability that can only be used once per long rest.
DC - This stands for Difficulty Class. It is used to determine how difficult an action is to perform
Combat Card - This refers to when a Combat card is played to activate an ability
Turn - Your turn begins when the turn order allows you to play a combat card as an action. Your turn ends when you choose to end your turn or you run out of cards to play.
Round - A round lasts for a number of turns that are played on a card tier (Jacks, Tens, Nines, Ect)
Natural Roll - This is the base value of a dice roll before adding modifiers.
Dirty Roll - This is the value of a dice roll after adding modifiers