Game Mechanics & Character Skills

Created: 29 May 2022, 23:32:17 EDT
Last updated: 22 October 2022, 16:04:46 EDT

 

Context

Some might be familiar with a “d20” system as popularized in games like Dungeons & Dragons. In this system, an individual will not just roll a d20 (a 20-sided die), but a large array of many-sided dice (d12, d10, d8, d6, d4). Attacks, abilities, and spells will often require someone to roll multiple dice: so when you see something written as “4d8”, it means an eight-sided die will be rolled four times. 

Additionally, there may be positive or negative “modifiers” placed on top of a roll. 3d6+2 would mean the result of the 3d6 roll would have an additional two points added on. 3d6-2 would, conversely, mean the result would have two points subtracted. This, of course, only scratches the surface. For better or for worse, d20 systems are rather complicated and layered by design. Classes, levels, armor, and weapons are extremely modular; while damage and hit points can measure into the hundreds (or thousands!). 

Unfortunately, for games with large amounts of players and character diversity (as present in Wayward to Wilds), this can be rather inconvenient. Tracking statistics and results for potentially dozens without the flow or guarantee of real-time responses can be draining for everyone involved.

There exists a solution, however.

 

Mechanics & Statistics

Instead of a d20 system, Wayward to Wilds was inspired by the system popularized in Powered by the Apocalypse. Within PbtA, one doesn’t have to worry about Hit Points or tracking what amount of dice is appropriate during a particular situation. It also allows results to be calculated quickly and efficiently, although in what ways will be explained a little later. 

For building a character we’ve designed a simplified set of abilities. This is what your cat will carry with them for the majority of the game, as there will be very few (if any) opportunities to reallocate stat points or gain more of them. Below is a blank template.

STRENGTH measures raw physical prowess. A cat with high strength might appear muscular or toned, allowing them to easily carry or push things out of the way that would otherwise prove difficult. They are less affected by physical wounds when attacked by an enemy. Most melee weapons are STR-based (swords, flails, polearms, etc.).

DEXTERITY measures agility, such as avoiding obstacles or dodging attacks. A cat with a high dexterity can maneuver easier and run faster than average, allowing them to appear sure-footed and graceful. They are less likely to be knocked prone for long periods of time, and may become less injured after falling from great heights. Daggers and bow-and-arrow-type weapons are DEX-based.

INTELLIGENCE measures the ability to learn, retain, and apply information. A cat with a high intelligence may have an easier time finding items that others might overlook, or improvising something mechanical even if they don’t entirely understand. They are more likely to be granted hints and solutions to puzzles.

CHARISMA measures natural charm and the ability to influence. A cat with a high charisma may have an easier time being noticed and, as a result, find it easier to convince another individual what they want. Normally, they are no strangers to many different types of social situations and are flexible in any given situation. They are less likely to be charmed or deceived, be it through magic or otherwise.

A character can use any ranged, melee, or improvised weapon even if they don’t have a high STR or DEX stat. They may just be less consistent at striking an enemy in doing so. 

 The boxes on the right designate blank “stat points”. Each player is granted 12 stat points to allocate as they please, which leads us to our next section…

 

Modifiers

As mentioned earlier, modifiers change the result of a given roll. Depending on where you allocate your stat points, you can ultimately end up with a -3 (no stat points) to a +2 (stat bar full). Below is a general visual representation. 

NOT SHOWN: The -3 modifier if you choose not to add points to a statistic.

Assuming you haven’t done the math already, 12 stat points out of 20 possible slots is enough to get a character to a 0 modifier across the board. Alternatively, you can choose one or two stats that your character excels at and two that they’re terrible in. This leads to a fair bit of flexibility and the fact that a character won’t be good at everything all the time, leading characters to seek out or rely on others. It’s all about teamwork!

This is all well and good, of course - but how are these stat points integrated? What about that 2d6 that was talked about earlier?

 

Dice Rolls

See? I was getting to it.

Dice rolls are often left up to pure chance. An individual with a positive modifier is more likely to succeed, but guarantees nothing. Sometimes a character with a negative modifier will succeed a roll even when they weren’t expecting it, but were brave enough to try anyway. In D&D, a roll is often put up against a contested result and compared - the lowest score loses, and the highest succeeds. 

Within WTW, there exists a sliding scale of results where many things can happen as a result of an action. A character can attempt to strike their opponent with a sword, fail miserably, and have their weapon break. A character can attempt to dodge an attack that would otherwise prove fatal, critically succeed, and turn the tide of battle by knocking their enemy off-balance.

Below is the general list of results. Keep in mind that a failure isn’t necessarily the end of the world, nor does it mean that the character will be irreversibly harmed as a result. After all, failure is a part of life.

CRITICAL FAILURE - 0-3 - The action fails and potentially escalates, becoming worse.

FAILURE - 4-6 - Action fails. 

PARTIAL SUCCESS - 7-9 - Action succeeds, but at a cost.

SUCCESS - 10-12 - Action succeeds. 

CRITICAL SUCCESS - 13+ - Action succeeds and, depending on the situation, with additional perks (advantage on another hit, a rare item, etc.).

Logically, critical successes are only available to those with enough stat points to send their 2d6 result over the threshold of 12. The lowest result an individual can roll with a +2 is 4, as well.

 

Skills

Skills are additional traits belonging to a character and separate from stat points. In simple terms, they’re specific traits that make a cat truly exceptional. 

With that said, they follow the same 2d6 rule like everything else and with only positive modifiers ranging from +1 to +5. The selective nature of skills means that they shouldn’t be taken advantage of (please don’t try to tame every animal you see, or attempt a history check on every rock). You may attempt any skill without points allocated to them at a -4 penalty.

At the beginning of the game, you get 3 skill points that can be distributed to one (+3) or two (+2/+1) skills. Throughout the game you may be granted additional skill points and the ability to expand your knowledge with additional skills.

 

  • ANIMAL TAMING - A character with skills in animal taming may find otherwise aggressive, wild animals calmed by their presence. If they’re lucky, they can even placate a once raging beast to join their cause. Tame animals, on the other hand, gravitate and listen to them without question.
  • CULINARY - A unique skill, characters with a talent in culinary arts are able to create consumable items for their expedition parties and sometimes from practically nothing. High-value consumables give temporary buffs to their companions, making them invaluable on tough journeys
  • CULTURE - Characters with high proficiency with culture have a broad range of knowledge about the different cultures, religions and ways of the Catfolk living around the lands. Even obscure or esoteric languages are capable of being understood.
  • DECEPTION - The act of lying and getting away with it. Characters with high proficiency with deception can often convince others of things that aren’t necessarily true and suffer no consequences for it. 
  • HISTORY - With a vast array of knowledge about the past, a character with high history proficiency can recall major events that happened and the immediate effects on surrounding areas.
  • INSIGHT - Not everyone in the world is honest or trustworthy. Thankfully, characters with high insight are capable of seeing through the veil and discovering someone’s true intentions. They can also tell when information is being withheld.
  • PERCEPTION - Characters with high perception have unnaturally keen senses, able to gather information from the immediate surrounding area. They might be able to detect things or individuals who otherwise wish to be left unseen. 
  • INTIMIDATION - Where words fail, sometimes the most effective means of inspiration is through force. A character with high intimidation is capable of scaring enemies without even having to draw blood, sending them running instead of willing to fight. 
  • MAGIC - While magic is all but a recent (and unstable) invention, characters with a high magic proficiency can inherently tell when something is imbued with magic or when large amounts of it are near. They may also be able to gather more specific information about the nature of certain magics when encountered. 
  • MEDICINE - A difficult realm of study, characters that have trained themselves within medicine are capable of stabilizing unconscious companions or healing minor wounds entirely. They are also able to improvise splints, bandages, salves, and tinctures when formal medical assistance isn’t available. 
  • NATURE - A character with a high nature proficiency is able to discern landmarks or potential shortcuts, identify tracks and rare plants/materials. With some skill, foraged materials can be used for a temporary buff.
  • PERFORMANCE - With a high performance skill, a character is able to shock and awe either an individual or groups with their abilities. Whether it be in the realm of music, acting, pageantry, or idle conversation, these interactions can help gather information in the right circumstances.
  • STEALTH - Characters with proficiency in the stealth skill can avoid detection by either slipping into the shadows or looking innocuous in a crowd. With a silent step and quick paws, they’re also capable of using sleight of hand to steal items and coin without their target being any the wiser.
  • SURVIVAL - Characters with a high survival can withstand inclement weather conditions without struggle. They also have the ability to find and make shelter, if necessary, keeping their companions safe from the elements and those who might seek to do them harm. 

In-character, some skills may naturally conflict with one another [Stealth/Perception, Deception/Insight]. In that case, rolls may be contested against one another to see which skill triumphs. 

 

In Conclusion

We encourage every player to build the character they want to build and worry less about what might be the most mechanically advantageous. Every character is an individual built by their own personality and experiences! The most important thing is to have fun. Ultimately, game mechanics are there to add flavor to the already rich world. It’s the characters that define the roleplay, not numbers or statistics.

 

Quick Build Guide

  • 12 stat points to allocate as you please. Modifiers for stats range from -3 (no points) to +2 (5 points). These will dictate your dice roll results (2d6+x or 2d6-x).
  • Strength measures physical power, dexterity measures agility, intelligence measures learning ability and knowledge application, charisma measures influence.
  • Most melee weapons are STR-based, while daggers and bow-type weapons are DEX-based. A character can wield any weapon they want, however.
  • Skills are separate and always a positive modifier, so long as you have points allocated to them. At the beginning of the game, you have 3 stat points to place in any two places you want (+3 or +2/+1).

Skills are as follows:

  • ANIMAL TAMING - Wild animals are less dangerous, potential to tame them. Tame animals almost always listen.
  • CULINARY - Takes consumable items (foraged and equipped) and turns them into multiple edible party buffs.
  • CULTURE - Able to discern different cultures and religions. Understands most spoken and written languages.
  • DECEPTION - Capable of lying to others and getting away with it. 
  • HISTORY - Understands the past, able to recall or quickly make sense of surrounding areas and events. 
  • INSIGHT - Able to tell when someone is purposely withholding information or lying. 
  • PERCEPTION - Keen senses, knows when being followed or something is “off” in the surrounding area.
  • INTIMIDATION - Scary, able to frighten others away. 
  • MAGIC - Can tell if there’s magic present and what specific type of magic is being used/was used.
  • MEDICINE - Heals others or themselves. Can improvise different means of remedies. 
  • NATURE - Can find shortcuts/landmarks/easier traveled ground. Can also make individual buffs (less in quantity than the Culinary skill).
  • PERFORMANCE - Able to distract or gain information by way of music, idle conversation, or acting. 
  • STEALTH - The skill of being unseen, whether it be in a crowd or in darkness.
  • SURVIVAL - Easier time withstanding dangerous weather. Can make or find shelter.