User:The Unexpected Shroom/sandbox

This is where I test things.

Tabletop Habitica (haven't picked a title)
Habiticana(?) is a  universal RPG system  that uses productivity tasks rather than dice rolls to determine the outcome of a character's actions. It is designed to be played within the  guild  chat, with character sheets taking the form of  challenges. Campaigns can be either single player or group, but most will require a dedicated GM to run.

Rogue: I check the pot for traps.

GM: Okay, declutter a minor area.

''Rogue: So... I watched TV instead.''

''GM: Alighty, then. The pot seems fine.''

''Rogue: Oh goody... I open the pot.''

GM: The pot is full of ANGRY BEES!

Core Rules
The basic rules of this system are designed such that they can be used for campaigns of any genre, setting or style.

Campaign and Character Creation
Before starting a campaign, the GM creates a challenge like the one in the following image. The "Character" and "Inventory" habits have both the [+] and [-] unchecked. The description and introduction of the storyline should be written in the description. Players joining the campaign will then participate in the challenge.

Character Sheets


Each player writes the description of their character in the notes section of the "Character" habit. This space is also used to keep track of things like status conditions and other important notes, as well as keeping the GM aware of player health.



Players use the notes of the "Inventory" habit to keep track of the things their character is holding.

Relation to Habitica Avatar
Your avatar's stats, class and equipment have no bearing on the story.

Health and Death

 * If you take damage in the storyline, click the negative "Damage" habit accordingly.
 * Damage will usually be accompanied by some kind of in-game consequence, such as a broken ankle or other appropriate hindrance.
 * If your avatar dies, please tell the guild so that it can be incorporated into the storyline.
 * Damage taken from your dailies and party do count, so even if you die of that, it still counts for the story.

Exp and Rewards

 * If you gain treasure or experience in the storyline, click the positive "Treasure" habit accordingly.
 * Treasure will often be accompanied by useful in-game items.
 * Experience may be accompanied by new in-game abilities.

Mana and Class Skills
By default, story characters do not rely on the Habitica avatar's mana. Individual players may choose to limit themselves to their available mana, but this is entirely optional. Magical characters need not be limited by mana at all. If a player does choose to limit themselves, it is up to them to decide the mana cost of their character's abilities. Habitican class skills do not transfer to characters, and have no bearing on the storyline.

Currency
At the beginning of the game, it should be established whether the story will use Habitican gold or a separate, internal currency. All players must use the same currency form. Should Habitican currency be used, rewards may be added to the character sheet challenge to represent in-game shops, or the edit value feature may be used.

Level
Due to the massive variance in leveling speed between different play styles, it is highly recommended that character growth not be linked to avatar level, as this would unbalance the party tremendously. Players with avatars over level 100 may wish to link certain character abilities or milestones to avatar level, but this is not recomended for inexperienced players. Should players choose this option, it will be discussed further in the advanced ruleset.

Stat Checks
In this system, attribute stats are not a fixed value assigned to your character, nor are they used or challenged via a dice roll. In-game task checks based on character attributes will be determined purely on how well the player does at completing the requisite todos.

To complete a check, the player must complete or make progress on the appropriate task for the attribute.

Difficulty
An important factor to consider is the difficulty of an in-game action. It would make little sense to require as much effort to force a stuck door as to stop a rolling boulder, although both would be considered strength checks. In these cases, a difficulty modifier should be applied. In the above examples, the door would be considered a "minor strength check", while the boulder would be considered a "major stength check".

Some Rough Guidelines:
 * It is up to the GM to decide the difficulty rating of an in-game action.
 * The weighting of each todo is at the player's discretion.

Character Modifiers
It is important to note that while the characters' themselves do not have defined attribute values,  the GM may scale the difficulty rating of the action according to a character's nature. A skilled artisan may have to complete fewer minor tasks to succeed at a DEX check than a clumsy barbarian.

Success or Failure
As with most RPGs, there is a scale for success and failure. This determines the outcome of the action.
 * If the player was prevented from attempting the task due to uncontrollable circumstances, such as computer or transportation failure or other unforseen events, the action is either retrospectively cancelled, or simply has no effect.

Skills
Beyond basic stats, most characters will have particular skills. These skills may be virtually anything, provided they fit with the characters backstory and class. Each skill will be linked to a particular domain of the player's life, chosen at the beginning of the game. In order to use the skill, the player must complete tasks that relate to the appropriate life domain.

Some Example Skills: Note: Skills do not have to be thematically linked to their domains, but it may be helpful for motivation.

If appropriate, these checks may resemble stat checks. For example, if the above student wanted to hold back a rolling boulder with telekinesis, they might be asked to make a "magical strength check", that is, make some progress on their most difficult assignment. Alternatively, they may wish to decipher some arcane runes, and be asked to make a "magical wisdom check". That is, work on their most urgent assignment. Requirements for checks will often overlap. That is acceptable and expected.

At other times, the GM may choose to assign some other kind of skill check, such as completing a certain number of words on an essay, or a set number of reps for one or more excercises. This is advised for when a skill check does not easily fall into one of the attribute categories.

Combat
Combat does not differ much from other types of challenge. A player may choose to attack using an established skill, such at swordcraft or spellwork, or may opt for some other approach, such as brute strength or deft strikes. Improvisation and use of the environment is to be encouraged.

Likewise, a character may defend in any way that they consider to be appropriate for their character. This may involve a speedy dodge, a strong stance with a shield, or simply withstanding an attack via a mighty constitution. Skills may also be used, such as a sword parry or magical barrier.

Pacing and Turn Order
Due to the nature of the check system, games are expected to progress much more slowly than traditional RPGs. For the sake of fairness, it will be important to limit the amount of activity that players perfoming actions that do not require checks (such as conversations with NPCs) may undertake during the time when other players may be completing task checks, or otherwise being productive.

It will also be important to consider difference in time zones, which will likely be a deciding factor in turn order, should your game involve a fixed sequence.

Advanced Rules
These rules are not required to use the system. Some, all, or none of these rules may be used.

Negative Status Effects
Players may come under the effect of statuses during gameplay, or may begin with one or more already in effect. Please note that in group campaigns, status effects should not be added to the campaign challenge unless they affect the entire party.

Over Time
These effects are those that must be managed over time, and take the form of dailies that represent in-game tasks that the player must perform, such as changing or washing the bandages on a wound, taking herbs to counter a poison or treat a sickness, or performing a ritual to hold back a curse. This daily will remain in effect until the status is removed, at which time it can be deleted.

Triggerable
These states come into effect when triggered by a particular condition, such as a wound that is aggrivated by a particular movement, a poison that interacts with certain foods, or a curse that comes into effect under certain conditions. These statuses are represented by negative habits, which the player clicks when they perform the forbidden action.


 * Optional: The GM may specify a maximum level of aggrivation, exceeding which causes further, more dire consequences. This can be tracked via number of clicks per day, or colour of the habit (bearing in mind that the colour can be affected by searing brightness).

Tips for GMs

 * Bear in mind what it is your players are trying to achieve in their real lives. Basing the events of the story around this will give them a much more engaging experience. Out of character conversation may seem like a distraction, but communication will help you better tailor the story to your players.

Suggestion Section
This system is still in development. If you have any ideas for new mechanics or improvements to what exists, please write them here.