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==Versions== Weaverdice rules have gone through a number of iterations, and even spawed some [[#Variations|fan-made variants]]. ===Weaverdice 1.0=== The first version of the Weaverdice rule where created around 2013, and was first intended to be a rules-agnostic guide to run wormverse games with any TTPRGs, but it eventually evolved into a standalone ruleset. * [https://docs.google.com/document/d/17WIAhETdtVGSKzFuDYOT2_6U_MMXmTGyzCziYhCwozo/edit WD 1.0 Rules] ===Weaverdice 2.0=== The 2.0 edition was a set of revisions started around 2015 to the WD ruleset. There are 6 main documents for Weaverdice 2.0, the current “stable” version. More fanmade docs can be found in the [https://docs.google.com/document/d/1fY4AgT6VQxv5nLDNPYeOZKTpLfydqWHzj6706G-NZIw/edit Welcome Doc] [https://docs.google.com/document/d/1_glfQsPjDklbeZatO1Gsr5I3VNnGmESNUU2P28jL1x4/edit Gameplay Rules] - The mechanics [https://docs.google.com/document/d/1e-H--GkPrbJq4WRNYndBnjjLjE7-2kOZkjwltkP1Ong/edit Character Creation] - How to make a character [https://docs.google.com/document/d/15peMSA3fdp9EK9urwvYps4Q0z06EQ6iJdVggD81a2bg/edit Character Sheet] - Self Explanatory [https://docs.google.com/document/d/1D_A35l704CFsLlp1V5SOrCnuOOqr5B8_66pvPtscSUM/edit Equipment] - Weapons, Armor and Costumes [https://docs.google.com/document/d/13swC_wSSV4DYE2yQvZcPH-EOpedpmcJzDdxBWhcG0RY/edit Skills] - What makes your character special [https://docs.google.com/document/d/1WIUUzNki8sa-e-D3vyx8QxE57OIr8eRJ5AL5bzpdR18/edit Play Guide] - The guide for character and campaign progression ===Weaverdice 3.0=== Wildbow started his first drafts of 3.0 rules in 2020, and discussed changes on #gamedesign with community. It's still a work-in-progress.<ref name="3.0 rules WIP">As of November 2021, there is a definitive list of skills or description of them, and some frequently referenced skills like "Tactics" doesn't have it's own section.</ref> A number of [[#Relevant Links|fan resources]] have also been created. Wildbow, on how the 3.0 version got started<ref name="WD 3.0">[https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit#heading=h.f16fx0u6h00m WD 3.0] why it was made</ref>: : ''<nowiki>[[...]]</nowiki> an attempt at doing a pre-made campaign module ended up being an excuse to revisit old rules while trying to do a more concise ruleset for the module. There’s a general intent to make things more streamlined, reduce rolls, and increase clarity.'' : ''The desire to do a WD campaign module which led to an effort to cover the rules in a tidy and succinct way, and a summary look at the game rules and what could be cut.'' ====Basic Rules==== Rolls are usually done with one or more six-sided dice, where you use the value of the best roll and add some modifiers. The sum is either compared to a target number, or an opposed roll by another character. * [https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit Weaverdice 3.0 Rules] ** [https://docs.google.com/document/d/1Uwibph29yyTtWmCP8QFv5YGMOvbm54QLw9g6qJPVsnw/edit 3.0 Character Creation] ** [https://docs.google.com/document/d/1oC6gLy6xRICyzOwVehCgyPr-YdiKRUYIvctVHl9NjCc/edit WIP Module Skills] '''[https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit# Ability Checks]''' When a player wants to do something with a chance of failure, the GM will ask that player to roll a d6 and add or subtract a number based on their statistics. With their statlines, the sample characters each have two stats that get +1s and one stat with a -1. They would roll a d6, aim for a 2+ or 3+ (trivial to easy task), 4+, 5+, or 6+ (middling, hard, impossible). When in doubt, default to requiring a 4+ to succeed. * 7 Abilities: Brawn, Athletics, Dexterity, Wits, Social, Knowledge, and Guts * The baseline score of Abilites is 3, and for every point above or below that baseline, characters get a +1 or -1 to the roll. '''[https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit# Skill Checks]''' Skills represent training and natural capability in specific areas, and impart both familiarity in that field and options when taking actions in that area. The familiarity is typically the first thing one gets when progressing in a field, and is represented with extra dice on rolls they’d already be making, with the player taking the best result (sometimes referred to as an ‘Xh6’ for ‘highest of X six sided die) '''[https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit# Effort and Exhaustion]''' Every notable individual has certain reserves to draw from that allow them to push themselves a little harder. These are: '''Stamina''', '''Focus''', '''Recovery'''. Effort and Exhaustion is a mechanic new to 3.0 '''[https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit# Morale]''' Morale is a reflection of a character’s mental wellness and is bolstered by self care. It takes the form of a sliding scale ranging from ‘Excellent’ to ‘Dismal’. Some powers and forms of attack may directly impact it, representing boosts or devastating hits to the psyche and mood. Having low morale impacts one’s performance and sets a strict cap on die results. High morale can be considered a buffer against these consequences, or it can be spent; lowering morale by one step to change a die result. '''[https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit#heading=h.mk8id5syafzm Combat]''' '''Initiative''' Tactics skill is rolled to determin action order. There are ways to change your initiative. '''Attacks''' are a common action that involve an attack roll (Brawn or Dexterity, depending on weapon), made to beat a target’s static defense score. Players and important NPCs may respond to an attack by spending focus to try to dodge or block, each of which has its own benefits. '''Defense Scores''' are the flat number that an individual needs to beat to hit a target. In part, this represents combat readiness and experience. At a score of 2, attackers need a 2+ to hit the target, representative of civilians who might be like deers in the headlights when someone comes running at them with a bat. '''Damage''' Attacks deals Wounds & Wound Effects, which is first resisted by armor or defensive abilities before character is wounded. A character can take up to their (Guts score) number of wounds before toppling. Attacks may sometimes deal only a wound effect, without adding a wound. [https://docs.google.com/document/d/1PsKkLwJjagncDEb12QR-XCQIL8UsBAu-JHNcIDc0c6s/edit#heading=h.6w6qjewyh3py Wounds & Wound Effects]: * Wound Tiers: Lesser, Moderate, Critical * Wound Categories: Cut, Bash, Pierce, Rend, Burn, Shock * Wound effects are rolled with a d6 from their roll table ===Variations=== There exists a few variations of Weaverdice, among them are Khepridice, [https://docs.google.com/document/d/1M9MXimEZUryNuhd8cyhB0wPvJB6P_YxdzyoCXy9ojII/edit Skitterdice]<ref name="Skitterdice">[http://18.217.99.148/skitterdice Hive Wiki - Skitterdice], Short article on Skitterdice.(warning: http link. Old hivewiki.de domains seems gone, so only direct IP link works)</ref>, [https://docs.google.com/document/d/1CNoeco_NkW8KD34uaeEif5f4D1BPodu_MeJgplAPZ5Y/edit WeaverFate], and [https://docs.google.com/document/d/10PzJSdcwn0jfeb42BCWmnUw6ePha0cOkoV82MeH5U4o/edit# Weaverdice d20]<ref name="WeaverDice20">[http://18.217.99.148/wd20 Hive Wiki - WD20], Short article on Weaverdice20(AKA. WD20). (warning: http link)</ref>.
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