Scorched Paws has a dice rolling system where members can leave aspects of the story to the fate of of the die! Taking inspiration and mechanics from D&D 5e and giving them a spin to better fit the setting, this page aims to explain it in a way anyone can understand how it works and how to use it!
No.
This system is entirely optional and members who don't wish to use stats or dice are free to choose not to. That being said, some events will happen where Staff will ask a member to roll a dice for them to determine the outcome of a certain situation. The difference between having a Stat Sheet or not simply means there will be no modifiers (numbers to add or subtract) to the roll!
If you're already familiar with D&D 5e's system, feel free to skip ahead to server specifics!
As is the system of the 5th edition of Dungeons & Dragons, our system will be based on the collective of 6 stats:
Strength, Dexterity, Constitution, Intelligence, Wisdom & Charisma.
Each stat corresponds to a physical and mental attribution of a cat, and as such, will affect how much skill (or lack thereof) your cat has when attempting to do something. This system can be a bit odd to grasp at first, but fear not! Below are some examples of what each stat represents and how they affect your cat:
Strength is a very straightforward stat. It’s how physically strong your character is. It determines:
How strong your cat is when hitting someone.
How much weight your cat can carry.
How efficiently your cat can break, bend or damage objects.
Dexterity refers to how good your character is at moving and controlling their body as a whole. It determines:
How fast your cat can dodge attacks.
How hard your cat is to hit.
How fast your cat can run.
How sneaky your cat can be.
How skillfully they can jump/climb.
Constitution refers to overall health and physical capability, and shows how much HP (Health Points) your character has. It determines:
How long your cat can do strenuous work without taking a break.
How well your cat’s body can fight off poison or disease.
How long your cat can hold their breath.
Intelligence is, simply, book smarts. If it requires your cat to have a lot of lessons on theoretical and practical skills to learn it, it’ll require intelligence. It determines:
How much of a subject your cat knows.
How well your cat can recall factual knowledge.
How accurately your cat can identify plants/herbs.
How well your cat may interpret human writing (Metal Scrappers).
Wisdom can overlap with Intelligence, but the main factor that makes them different is that Wisdom refers to practical knowledge, something you’re more likely to learn by going out and learning about the world first-hand rather than simply being taught about them. It determines:
How well your cat can tell someone is lying.
How observant your cat is to their surroundings.
How well your cat acts under stress/pressure.
How capable your cat may be when treating others injuries.
How well your cat is able to navigate (Wayfinders).
Charisma measures how well you’re able to interact with others and how one’s personality may come across to others. Having a low Charisma does not mean having a bad personality, instead just signifying that an individual has less experience handling social situations in some cases. It determines:
How well your cat can lie.
How well your cat can convince/persuade others.
How easily your cat may be able to befriend others.
How well your cat can perform publicly.
Note: As a roleplay, rolling aspects of Charisma such as lying, persuading and befriending may be left completely up to roleplayers and characters, as that is a lot more subjective compared to all other instances. Instead, only the Performance aspect of this stat may require a roll in contrast to others.
Now that we know what the stats are, we move on to learning how to use them. To know how stats will show if a cat is good or bad at something as well as how it'll affect rolling, first we have to determine their Stat Score.
Stat Scores are the numbers you can give to each stat. Unlike D&D, however, we will not manually roll for our scores. Instead, our server will have 4 options folks can choose from to use as their stat scores, called stat arrays. With them, you'll be given 6 numbers, varying from as high as 17 and as low as 6 to give to whatever stat you choose.
These stats refer to how average your cat's prowess of each stat is, with 10 being the universal average - not bad, but not good. Scores above 10 mean your cat is better than the average, and below 10 means worse than the average.
For example, if you take D&D's standard array [15, 14, 13, 12, 10, and 8], you can choose if which number will go to what stat. You can make your Strength score be 15, to make them quite strong, or perhaps 8 if your cat is a bit weak.
Why are these scores important?
Your score is the factor that determines your cat's stat modifier. This modifier is what will directly afect you roll when trying to attack an enemy or try to find an specific herb.
According to your score, your cat will get a bonus or a penalty whenever they roll something related to that stat. For example, if your cat has a strength of 8, they'd have the penalty of a -1 modifier when rolling to push a big rock. These modifiers will essentially be what helps (or gets in the way) of you achieving a certain task.
Still in a similar vein to D&D, Scorched Paws will use a d20 based system. This means that the die rolled to perform actions (such as attack rolls, crafting, foraging and so on) will all be done by rolling a die with 20 sides. Because of that, a scale from 1 to 20 will be used to determine how good or bad your cat was when trying to perform a certain task or goal, with 1 being called a Critical Failure and a 20 being called a Critical Success.
Every action that requires a roll has something called a Diffuculty Class (DC). This determines the number your character must roll to complete a task successfully! The higher the DC number, the harder the task is considered. For example, if a task has a DC of 10, it's considered an average task, not too hard but not super easy. If something has a DC below 10, then it is considered a very easy task to complete, often meaning a roll might not even be needed in most cases. For hard tasks, however, rolling is a lot more involved and the chances one will be able to achieve their desired goal lower the higher the Difficulty Class is. A success happens when a cat's roll plus their modifiers equals or is higher than the DC. So to succeed a task with the difficulty class of 15, a cat has to beat the number 15 or higher.
This is where Stat Modifiers come in. Depending on their Stat Score, a cat may have an easier or harder time completing a given task. For example, a cat with a strength score of 8 will have a harder time pushing a big rock with a difficulty class of 15. This is because when this cat pushes the rock, their d20 roll will have a -1 modifier to it, meaning that the result of whatever they roll will be always one point lower. Even if this cat did roll a 15 on the die, they would fail to push the rock, as their weaker strength turns the 15 into a 14, falling short of the task's DC.
Now that we know the basics of how the system works we'll go into the part where edits and tweaks were made for things to function better for the WCRP!
This is the stat sheet document that will be used in our server, acting similarly to TTRPG character sheets. It will help keep track of things, and even help with the math to stats like Health Points, Evasion Class and others as it will atomatically calculate the correct numbers for you once details such as stats, age and a cat's role are filled out.
To get your own, simply make a copy of the mastercopy and begin filling out your cat's information! If you have any issues with the sheet not working properly or something possibly breaking, contact Staff in the discord and we'll be happy to help.
Proficiency is a positive modifier that can be given to certain skills to reflect a character's mastery of such, usually where a cat has more affinity to something that would come naturally to them or that they've dedicated a long time perfecting.
Unlike D&D, our characters will not have a leveling system. This means a level based mechanic like Proficiency will work a little different for the server. Instead, a cat's proficiency will increase with age, reflecting on one's lived experience as they grew older. It will go as follows:
You get proficiency in certain skills as you grow older and train into your colony role! You can choose which skills your cat is most proficient in as well as the added ones from following a certain path. It goes as follows:
2 proficiencies at birth
2 when you become an apprentice
2 when you graduate, along with one specific one depending on your path:
Healers/Tenders - Medicine
Hunters/Explorers- Perception or Investigation (Or Weaving for Hunters specifically)
Scouts - Nature or Navigation
Crafters - One craft of choice
Leadership - add one proficiency in Performance
Elders - add one proficiency in History
Health Points determines how much physical injury your cat can sustain before falling unconscious. Similarly to Proficiency, your cat's age is a key factor to determine how many health points has, as well as their Constitution.
To determine HP, you will take the base number determined by your cat's age, adding their Constitution modifier multiplied by 2 if they are a kit or elder, or multiplied by 3 if they're adults. Cats reach their physical prime into adulthood and as such their HP reflects that. It goes back to 2 as they get old, no longer having the same physical prowess from before.
For example, let's say your cat has a Constitution score of 12. This means their modifier is +1. If your cat is currently 25 moons old, their total HP would be 113 [110 + 1x3]. Likewise, if a 25 moon old cat has a Constitution modifier of -1, their total HP would be 107 [110 + (-1x3)]. Don't worry, our stat sheet should be set up to automatically calculate your cat's HP once filled!
NOTE: A character cannot die without explicit consent and permission of their player.
Having your HP drop to 0 does not mean your character is dead, only that they are knocked unconcious or fainted. YOU decide if your cat is going to die or not. In cases of dangerous scenarios where death is highly likely to be a consequence, all individuals involved will be informed beforehand and given a chance to navigate the narrative in a way that works for them.
Before a cat can deal damage to an enemy, first they have to land a hit. This is where Evasion Class comes in. It determines how hard or how easy your character is to hit, be it with an attack or a rock thrown at them.
Although it also takes age into account at the early stages of a cat's life, what ultimately decides a cat's EC is their rank/job in their colony. Different training allows for Scouts to move more swiftly, while a cat trained in combat like a Hunter or Crafter have more knowledge on how to avoid incoming attacks.
The result of an attack must reach the same number (or higher) of an enemy's EC to be considered a successful blow landed.
For a cat to attempt an attack, first you must do an Attack Roll to see if that land will hit. This means you will roll a d20 and add your cat's Strength modifier.
Once you know you did hit your target, you'll roll how much damage is dealt to the enemy. The dice used and, consequently, the amount of damaged a cat can deal changes according to their role.
Similarly to the Attack Roll, a cat will also add their Strength modifier to the total amount of damage dealt. This means that a trainee with a Strength modifier of +2 will roll two 4 sided dice (2d4) and add +2 to the result. Having a negative modifier also affects the result, meaning a weaker cat deals less damage. However, the lowest damage a cat can deal is 1 HP, so if you have a -2 modifier and your trainee rolls 1 for both dice, you'll still deal 1 damage instead of 0.
Some details may be missing or get adjusted with time as the rolling system is put to the test once the server has members. In that case, those changes will be added here to reflect the system our server uses!