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Step 04. Finalize Gameplay Math

At this point, we need to fill out a few things, including your offenses, defenses, spell calculations, special skills, and languages. You will need to know some information from your Attributes, Class, and Equipment to get these calculations done.

It should be noted that all calculations below assume that you are proficient with the weapons and armor you are using. If you are wearing armor you are not proficient with, or using a weapon you are not, then see Chapter 6: for information on calculations.

The following calculations are used for defensive properties of your character.

Grit is an abstract calculation of your character’s ability to survive. It is part skill, part luck, part willpower, and part toughness. Your grit is shown by two statistics, current grit (often just refered to as grit), and maximum grit. Your grit can never exceed your Maximum Grit, and it can never be lower than 0. While adventuring, most sources of damage you take will be deducted from your Grit. When your Grit reaches 0, you will start to take damage to your hit points. Most healing effects restore Grit.

Your maximum grit is determined by three factors: your class, your heartiness score, and your presence score. Your class will provide it’s grit contribution in the form of grit dice plus a bonus, and add it to the Grit Contribution based on your Heartiness and Presence scores.

Note: Characters should not start play with the maximum roll on their grit, and should actually roll the dice.

Hit points are actually how much physical damage your character can take. In combat, you lose grit first, and once you’ve exhausted your grit, you start taking hit point damage.

Taking a point of hit point damage is a traumatic event, as these are actual wounds that your character suffers. Like grit, you have a hit point maximum and current hit points, and your current hit points can never be higher than your maximum. Certain injuries will reduce your maximum hit points until recovered. Hit point damage is difficult to recover from, as very little magic can actually mend the kinds of wounds that hit point damage represent. If your hit points ever reach 0, you die.

Your maximum hit points is based on your heartines score, simply find the Max HP section of the heartiness table to determine your maximum hit points.

Your ancestry will apply a base move speed, but it can be altered by your Agility. Simply look at the Move Speed section of your agility table to see if your high or low agility can impact your movement speed.

The armor you wear will dictate your armor class (AC). However, many factors can alter it. A high agility can impact your armor class (see the AC adjustment on the agility table), and wielding a shield can too.

AC is listed in two different types of values, your primary source of armor class is represented by a static number (for example, 10), and a your adjustments are represented as a bonus or penalty (for example, -1). Your primary source of armor class is set, if you somehow have multiple sources of primary armor class, you must select which one to use. Bonuses and penalties apply where possible. Your Combat Bonus is added to your AC.

The following calculations are used for offensive properties of your character.

Weapon Proficiency determines how effectively your character can wield different weapon groups. Weapon Proficiency is measured in the following ranks:

Non-Proficient → Familiar → Proficient → Skilled → Expert → Master → Grand Master

During character creation, you will normally only encounter the first three ranks.

Each class begins play Familiar with specific weapon groups, as described in its Gameplay section. In addition, you gain Weapon Proficiency Points (WPPs) equal to twice your Combat Bonus (minimum 2). You must spend all WPPs gained during character creation.

Each WPP increases a weapon group’s proficiency by one rank. For example, spending one WPP increases a weapon group from Non-Proficient to Familiar, while spending two WPPs increases it from Non-Proficient to Proficient.

The highest proficiency rank you may attain is determined by your Combat Bonus.

Combat BonusMax Proficiency Level
+0Non-Proficient
+1Familiar
+2Proficient
+3Skilled
+4Expert
+5Master
+6Grand Master
Non-Proficient

You do not add your Combat Bonus to attack or damage rolls made with the weapon. In addition, attacks made with a weapon in which you are Non-Proficient can never roll more than one damage die.

Familiar

You add your Combat Bonus to attack and damage rolls made with the weapon.

Proficient

You gain access to the weapon’s Proficient features.

Attack rolls are used to determine if your attack is effective enough to deal damage. Attack Rolls are a d20 roll made against a target’s Armor Class, your total roll with all of your bonuses must meet or beat your target’s AC. A failed attack roll doesn’t always mean you “missed” your attack, it could have been a glancing blow, or rolled off the defender’s armor.

As long as you are at least familiar with the weapon you are wielding, you can add your class combat bonus to the roll. Additionally, melee and thrown weapons apply apply a bonus or penalty to the attack roll based on your your Brawn, and most ranged weapons your Precision. Some weapons have the Finesse weapon property, which allows you to use your Precision with melee and thrown weapons instead.

When your attack roll is successful, you deal your weapon’s damage dice + your damage roll bonus.

Your weapon’s damage dice is listed in the weapon’s section of the weapon table, for example an Arming Sword deals d6 damage. The number of d6s you roll is based on your class Combat Bonus.

Combat BonusNumber of Damage Dice
+0 - +31
+4 - +72
+8 - +123

Thus, if your Combat Bonus is +3, and you successfully deal damage with an Arming Sword, you deal 1d6 + 3 to damage. Upon reaching a level where your Combat Bonus if +4, you instead deal 2d6 + 4 damage.

The following calculations are used for other properties of your character.

Your character will likely (Logic Score 3 or higher) know how to speak at least the native language of your ancestry. You must have at least a 6 Logic score to learn additional languages via downtime.

Characters with a logic score of 2 speak in their language, but their speech is broken, and they can only understand simple concepts. Characters with a 1 logic score has speech that is near unintelligible, and only understands very basic commands.

Creatures wishing to learn additional languages can do so using their downtime.

Most characters in ITD&TD are illiterate, and the ability to read and write is rare indeed. If your logic score is 16 or higher, you can read and write your native language, regardless of your class. However, some classes grant the ability for characters with at least 8 Logic to learn to read and write at the sstart of play.

Creatures wishing to learn to read and write can do so using their downtime.

Please note, that during the playtest, languages are presented in a basic system. The full release will contain a full language tree, with many additional languages, alongside the separation of racial languages for regional ones, as well as allowing basic understanding for languages sharing the same branch of the language tree.

For now, please use the following languages:

  • Common: Spoken by humans, half-orcs, and halflings.
  • ElvishL Spoken by elves.
  • Dwarvish: Spoken by dwarves and gnomes.
  • Sign Language: Spoken by many, but must be learned.
  • Giant: Spoken by large monstrocities such as giants and trolls.
  • Orcish: Spoken by orcs, goblins, kobolds and the like.
  • Deep Speech: Spoken by evil alien entities.
  • Sylvan: Spoken by the fey.

Vision plays a role in hor your character intereacts with the world. Your ancestry will tell you what vision you have, make sure to note and abide by it.

Make sure to note your level 1 class features, and understand how they work! Some features are more complext than others, especially spell casting features.