Its as the title says.
For all who aren't familiar the DnD is dungeons and dragon, a Tabletop RPG you play with friends.
Me and friends have actually been slowly working on it since this past summer.
Right now were focusing on the plastic/metal generation.
(We want to have a basic understanding before we get to anything Burst related)
The goal is to enjoy the over the top world of Beyblade.
I'll be update posting what we have so far here. Again its a very slow process so keep that in mind.
I'll Also put all in info in a google doc in the future.
(These are always subject to change)
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Battles & Launching
Launch rolls are used to determine initiative. In order to launch you roll 1d20 and add your character’s proficiency modifier. Using the table below your character’s launch will go as follows:
Additional Roll Results:
Nat 1 Launch: Lowers AC by 5, first attack roll has disadvantage
Nat 20 Launch: Increases AC by 5, first attack roll has advantage
2-5 Launches: Lowers AC by 2
19 Launch: Increases AC by 2
Battle
Players take turns attacking each other in order to win Battles. Each battle consists of three rounds where Beyblade units compete to defeat the opposing unit. Rounds can be won in several ways, described in more detail below:
Survivor. Beyblade unit has stopped spinning
Ring Out. Beyblade unit has hit 0 HP.
Draw. Both Beyblade units have stopped spinning and cannot continue to fight each other. This happens if both players lose in back to back turns.
HP Stat is unit stamina once it hits 0 round ends.
Basic Skills
Attack has Rush Launch (add a D4 in damage if they hit)
Defense has Shield Crash
Stamina will have Tornado Wall
Balance has Counter Break which gives them an attack if the opponent misses
Character Creation
Using the following you will create your character, roll for your stats and create your starting beyblade unit(s). Characters start off at level one unless otherwise specified by the DM. Progression past level one is also detailed within this section.
Stats:
Rather than rolling for the six main stats, a point buy system is used. Stats help determine what a character is good at, what skills they can use and more. Each individual Stat is explained below, as is the point buy process.
Strength.
Dexterity.
Constitution.
Intelligence.
Wisdom.
Charisma.
Saving Throws:
All characters have these saving throws, if the character is proficient in both base skills
Will = Charisma Modifier + Intelligence Modifier
Fortitude = Strength Modifier + Constitution Modifier
Reflexes = Dexterity Modifier + Wisdom Modifier
Skills:
Acrobatics.
Maintenance.
Deception.
Intimidation.
Perception.
Insight.
Stealth.
Sleight of Hand.
Performance.
Persuasion.
For all who aren't familiar the DnD is dungeons and dragon, a Tabletop RPG you play with friends.
Me and friends have actually been slowly working on it since this past summer.
Right now were focusing on the plastic/metal generation.
(We want to have a basic understanding before we get to anything Burst related)
The goal is to enjoy the over the top world of Beyblade.
I'll be update posting what we have so far here. Again its a very slow process so keep that in mind.
I'll Also put all in info in a google doc in the future.
(These are always subject to change)
-----------------------------------------------------------------------------------------------------------------------
Battles & Launching
Launch rolls are used to determine initiative. In order to launch you roll 1d20 and add your character’s proficiency modifier. Using the table below your character’s launch will go as follows:
Launch Roll
Result
1-5
Unit fails to launch
6-10
Unit has a slow launch
11-15
Unit has a good launch
16-20+
Unit has a great/spectacular launch
Result
1-5
Unit fails to launch
6-10
Unit has a slow launch
11-15
Unit has a good launch
16-20+
Unit has a great/spectacular launch
Additional Roll Results:
Nat 1 Launch: Lowers AC by 5, first attack roll has disadvantage
Nat 20 Launch: Increases AC by 5, first attack roll has advantage
2-5 Launches: Lowers AC by 2
19 Launch: Increases AC by 2
Battle
Players take turns attacking each other in order to win Battles. Each battle consists of three rounds where Beyblade units compete to defeat the opposing unit. Rounds can be won in several ways, described in more detail below:
Survivor. Beyblade unit has stopped spinning
Ring Out. Beyblade unit has hit 0 HP.
Draw. Both Beyblade units have stopped spinning and cannot continue to fight each other. This happens if both players lose in back to back turns.
HP Stat is unit stamina once it hits 0 round ends.
Basic Skills
Attack has Rush Launch (add a D4 in damage if they hit)
Defense has Shield Crash
Stamina will have Tornado Wall
Balance has Counter Break which gives them an attack if the opponent misses
Character Creation
Using the following you will create your character, roll for your stats and create your starting beyblade unit(s). Characters start off at level one unless otherwise specified by the DM. Progression past level one is also detailed within this section.
Stats:
Rather than rolling for the six main stats, a point buy system is used. Stats help determine what a character is good at, what skills they can use and more. Each individual Stat is explained below, as is the point buy process.
Strength.
Dexterity.
Constitution.
Intelligence.
Wisdom.
Charisma.
Saving Throws:
All characters have these saving throws, if the character is proficient in both base skills
Will = Charisma Modifier + Intelligence Modifier
Fortitude = Strength Modifier + Constitution Modifier
Reflexes = Dexterity Modifier + Wisdom Modifier
Skills:
Acrobatics.
Maintenance.
Deception.
Intimidation.
Perception.
Insight.
Stealth.
Sleight of Hand.
Performance.
Persuasion.