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What is Trail of Heroes?

Trail of Heroes is a fantasy role-playing game in which a sort of referee or Game Master controls the world of Gallipae, and the players adventure in it.  Dungeon Maps are created by the Game Master (GM). Before the game starts, the Game Master chooses the dungeon or adventure site that the players start in, and after the dungeon is cleared out interaction between the players and the GM determines the next adventure site.  Players may choose to stop clearing out a dungeon at any time. Each group is recommended to have 4-7 members. The players choose who the characters are. At the beginning of the game, each character must be “rolled up” (see “First Level Customization”). It should be noted that all rules mentioned in any Trail of Heroes books are completely optional to the GM.  Basically, it is impossible for the GM to cheat.  However, it is advised that most of the rules are not changed.

What Makes Trail of Heroes so Unique?

Simply put, CUSTOMIZATION and REPLAYABILITY!  When most people say they've created a Tabletop Role-playing Game system with these features, they mean there are dozens of ways you can TRY to build your characters or party.  What WE mean is there are at LEAST dozens of ways to EFFECTIVELY build a party.  With 7 characters in a party, 7 classes, 14 races, 43 deities that each grant powers to their followers, and near infinite possibilities of combining powers bought with level up points, this game just SCREAMS replayability.  Using your imagination, there is almost no end to how you can create parties that will take Gallipae by storm!

How do the Mechanics of Combat Work?

Rounds and How They Work:

Trail of Heroes is played in groups of turns called “rounds”.  Each round is considered to be 10 seconds of game time.  Each creature gets 1 turn each round. Your speed determines who goes first in a fight.  If there is more than one speed listed, take the highest. Should there be a tie in a speed, all the creatures with that particular speed go at the same time.  You may make one movement action and one attack action every round (unless otherwise noted all spells count as an attack action). If all you do is move for 1 round, you may move at twice your speed.  Any character may choose to wait until later in the round to act. If they do choose to wait, the character may only choose to act between turns. If, after the slowest persons turn, the character who waited has not gone, they have effectively forfeited their turn.

 

Attack, Ranged, Casting Accuracy, and Defense:

To attack you roll the percentage dice.  Then add your attack number for melee, ranged number for physical ranged attacks, or casting accuracy number for spells (for additional casting accuracy rules see “Casting Accuracy Rules” later in this chapter).  If the total is above the defense of your foe, you hit (the defense of any square is 50).

 

Vital Hits, Armor, Health and Damage:

If the original roll of the dice is 95-100 it is a vital hit.  This means you roll twice for the damage, but armor is only subtracted once (see armor).  Vital hits are automatic hits. If it is a regular hit you roll the proper dice. After that, subtract the opponent’s armor from the roll. The difference is the amount of damage you deal.  Armor cannot keep somebody from dealing less than 10 damage or the creature’s minimum damage listed whichever is lowest. Poison and elemental damage always overcomes armor. The health number tells you the amount of damage it takes to kill somebody.  At 0 health the target is dead.

 

Dodge and Automatic Misses:

Dodge is the percent chance a person will avoid an attack that’s supposed to hit.  It is rolled after an attack has been decided to be a hit. Dodge maxes out at 35. Dodge is not rolled for a vital hit.  01-10 is an automatic miss regardless of any bonus.

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Edited Image 2017-10-24 17-22-07
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