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Log Horizon TRPG Rules Summary v0 3
Log Horizon TRPG Rules Summary v0 3
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Log Horizon TRPG Rules Summary v0.3
This document as well as the Skill List incorporate translations originally
done by Yukamichi.
This summary does not correspond word to word (or even section to section)
with the published rulebook. We believe the rulebook is not well organized
and attempted to achieve greater clarity by reorganizing and rewriting it.
This document includes some information from the official errata and FAQ, as
well as online supplemental material that has been released.
Please support the development team! Purchase the Log Horizon TRPG book on
amazon.co.jp!
Visit our Log Horizon Wiki page at http://lh.oksub.me/wiki/Log_Horizon_TRPG
TABLE OF CONTENTS
I. THE BASICS
I.a. GROUND RULES
I.b. ESSENTIAL TERMS
II. CHARACTERS
II.a. CHARACTER CREATION
II.b. CHARACTER ADVANCEMENT
II.c. READING SKILL BLOCKS
III. SESSION FLOW
III.a. SCENES
III.b. ROUND PROGRESSION
IV. COMBAT
IV.a. SQUARES AND MOVEMENT
IV.b. HATE
IV.c. ATTACKS
V. GAME MASTER
V.a. PROPS
V.b. ENEMIES
V.c. EXHAUSTION
V.d. NON-COMBAT
V.e. TREASURE
V.f. MAGIC ITEMS
VI. REFERENCE
VI.a. STATUSES
VI.b. TAGS AND OTHER TERMS
VII. Tips
I. THE BASICS
I.a. GROUND RULES
The Golden Rule written down in the book is in short "Be excellent to each
other," but for the purposes of this incomplete translation the Golden Rule
is "If any of the rules aren't clear, it probably works like it does in Night
Wizard! (or DoubleCross, or whatever F.E.A.R. TRPG you're familiar with.)"
Despite the Log Horizon TRPG not (to my knowledge) having anything to do with
F.E.A.R, the resemblance is uncanny.
The basic dice mechanic used by the Log Horizon TRPG is 2d6 + Attribute roll
over, but some effects may increase or decrease the number of dice rolled
(the minimum number of dice is 1.) If you roll a 6 on two or more dice, you
Critical, and if you roll a 1 on all dice, you Fumble. Criticals result in an
automatic success, and Fumbles result in an automatic failure (if you need an
exact number, Fumbles decrease the total result of the roll to 0; the
attribute used is negated as well.)
This die roll is sometimes compared against a difficulty level specified by the
text or by the GM, which is called a Basic Check, or against a die roll made by
the GM on an enemy or NPC's behalf, which is called an Opposed Check. Whoever
rolls higher during an Opposed Check is the winner.
Another fundamental concept of the the Log Horizon TRPG is Fate Points (which
are very similar to Prana in Night Wizard!) Every PC has Fate Points and can
spend them as the cost of certain skills or to produce these other effects:
Increase the number of dice in a single check (before making it) by one
Reroll all dice in a single check
Remove any one Bad Status you're currently affected by
All PCs start each Session with their maximum number of Fate Points, and regain
a Fate Point at the end of every Phase (see III. SESSION FLOW.)
Almost everything characters do in the Log Horizon TRPG is considered an
action. Actions have a Timing, which determine when and how often they can be
used; a target that they affect; a cost, which is typically drawing the ire
of enemies (see IV.b. HATE); and Check Type that the user must succeed at,
unless they're simple enough to succeed automatically. Generally, outside of
combat, only the Check Type needs to be given special consideration. See
II.c. READING SKILL BLOCKS and the skill list (paying close attention to the
Basic Actions section) for more information.
I.b. ESSENTIAL TERMS
Action: In general, anything a character does that could conceivably fail,
or take time and preoccupy them. Many actions, including all skills,
have specific timings and difficulties set.
Timing: An abstract measure of the amount of time, focus and effort an action
takes. Also expresses when it would be a reasonable time to perform
such an action. Most important during combat.
Skill: An action a character must be proficient (by acquiring Skill Ranks)
in to perform successfully. Alternately, the passive effects of
various types of conditioning or training, represented by acquiring
Skill Ranks.
Tag: A descriptive keyword, such as 'Adventurer' on a PC, 'Magic Attack' on
a skill, 'Sword' on an item, 'Flame' on an attack's damage, or 'Goblin'
on an enemy. Generally, tags have no effects of their own, but often
interact with skills and other game rules.
Character: Any living entity in the game, whether a PC, NPC, or enemy.
Prop: Any non-living entity in the game, including walls, doors, unusual
terrain, traps, and even abstract concepts with mechanical effects
like the darkness of night.
Gimmick: A non-living entity that is represented as an enemy for mechanical
purposes. Think of them as intricate traps.
Class: The twelve different types of adventurers, each with their own
strengths and weaknesses. Each class has different starting stats
and a different skill pool.
Archetype: The four broad categories of character classes. They are Warriors,
Healers, Weapon Masters, and Mages. In addition to class skills,
each Archetype has access to a different skill pool.
Race: The eight races characters can be. Race influences your starting stats,
though not to the same degree as class, and grants access to three
racial skills.
Equipment: Items that a character wears or otherwise gains a passive benefit
from.
Consumable: Items that a character can use during combat or at other times
for an active, temporary benefit.
Connection: A relationship, usually an amiable one, to another PC or NPC. It
has few mechanical effects, but implies the other party can be
asked for assistance or favors.
Union: A marker of membership in a group, anything from a party or guild like
the Crescent Moon Alliance to a political bloc like the League of
Freedom Cities Eastal.
II. CHARACTER CREATION
II.a. CHARACTER CREATION
- Basics -
All newly created PCs begin at Character Rank 1. Start by writing this down
on your character sheet.
Choose your PC's Main Class, which will also determine their Archetype. Then
decide on their race. Both of these specify numbers that are added to
determine your Base Stats, as per the chart below.
Class STR DEX POW INT HP HP Modifier
Guardian 4 2 1 3 50 +8
Samurai 4 2 2 2 50 +8
Monk 4 4 2 0 55 +9
Cleric 3 0 4 3 40 +6
Druid 2 1 4 3 35 +5
Kannagi 1 3 4 2 40 +5
Assassin 2 4 3 1 40 +5
Swashbuckler 3 4 2 1 40 +6
Bard 2 4 2 2 40 +5
Sorcerer 0 3 3 4 35 +4
Summoner 1 3 3 4 35 +5
Enchanter 2 2 2 4 35 +4
Race STR DEX POW INT HP Fate
Guardian +8
Samurai +8
Monk +9
Cleric +6
Druid +5
Kannagi +5
Assassin +5
Swashbuckler +6
Bard +5
Sorcerer +4
Summoner +5
Enchanter +4
2. Base Stats Increase
For each increase in Character Rank, all of a PC's Base Stats increase by
one. Recalculate their Ability Scores after this happens.
3. Attributes May Increase
If any of the PC's Ability Scores increase, their Attributes will increase as
well. Here's a reminder of which Ability Scores affect which Attributes:
Ability Score Attributes
Name
Skill Type Tag Tag Tag
Max SR Timing
Check Type
Target Cost
Range Activation
Description
- Skill Type -
Should be "Combat", "General" or "Basic."
If the data block isn't for a skill, it's just another tag.
- Max SR -
The maximum Skill Rank that it's possible to raise the skill to.
- Timing -
The time at which the skill can be used.
Constant: This skill is always in effect.
Pre-Play: This skill takes effect or can be used at the very beginning of
the game session.
Interlude: This skill can be used in the interval between scenes
Briefing: This skill can be used during the Briefing Scene that takes place
immediately before combat.
Rest Time: This skill can be used only when the PCs can calmly spend the time
to do it (i.e. not during combat or tense situations.)
Major, Minor, Move, Instant: This skill can be used during the Main Process
if an action of the specified type has not
been taken yet.
Main Process: This skill can be used during the Main Process even if the
Major, Minor, Move and Instant Actions have all been used
already.
Setup, Initiative, Cleanup: This skill can be used during the specified
Round Progression process.
Before (After) Check: This skill can be used immediately before or after
making a check.
Damage Roll: This skill can be used immediately before a Damage Roll.
Before (After) Damage: This skill can be used immediately before or after
taking or inflicting damage.
Action: This skill is used in response to another skill or action. See the
description.
Refer: The timing of the skill is explained in the skill description.
- Check Type -
The type of check necessary for the skill to take effect.
None: No check is necessary, only a willing target.
Automatic: No check is necessary, the skill automatically succeeds.
Basic (Attribute/Difficulty): Requires a Basic Check against the specified
attribute or difficulty.
Opposed (Attribute/Attribute): Requires an Opposed Check. If attributes are
specified, the first is the user's and the
second is the target's.
Refer: The necessary check is explained in the skill description.
- Target -
The target(s) affected by the skill.
Self: This skill can target only the character who is using it.
Single / n: This skill can target from 0 to n characters or Props with HP.
If the target is written as 'Single', then n is 1.
Area (P/A): This skill targets all characters and Props with HP inside a
single square of the user's choice (within range.)
Pick (P) indicates that the user can choose a subset of these targets, such
as only allies or only enemies.
All (A) indicates that the skill affects allies and enemies alike.
Wide n (P/A): This skill targets all characters and Props with HP
inside squares within n distance of a single square of
the user's choice (within range.)
For example, "Wide 1" includes the targeted square
and the 4 squares cardinally adjacent to it, for a total
of 5 squares. "Wide 2" includes the 8 squares
cardinally adjacent to those 5 squares, for a total of
13 squares.
(P/A) work as per Area.
Line n (P/A): The user must specify one of the four cardinal directions.
This skill targets all characters and Props with HP in those
squares within n distance of the user in the chosen direction.
(P/A) work as per Area.
Refer: The target is explained in the skill description.
* It should be noted that in Log Horizon, diagonals do not count as adjacent
squares. Movement and ranges use what is known as Manhattan Distance. Squares
in the four cardinal directions are the only ones that count as adjacent. In
other words, moving diagonally one square would count as 'two squares'. More on
this in the IV.a SQUARES AND MOVEMENT.
- Range -
The maximum range that can be targeted by the skill.
Close: This skill's range is limited to the square the user is within.
Weapon: This skill's range is the same as the weapon the user has equipped.
nSq: This action's range is up to n squares distant from the user.
Refer: The range is explained in the skill description.
- Cost -
The cost of the skill.
None (-): This skill has no cost.
Hate n: The user's [Hate] increases by n.
Fate n: The user's [Fate Points] decrease by n (they must have at least
this many Fate Points.)
Cost n (Party): The user and all allies of theirs present must pay the
specified cost. For instance, "Hate 1 (Party)" requires the
user and their allies to all increase their Hate by 1.
Cost n (Allies): All present allies of the user must pay the specified
cost. For instance, "Hate 1 (Allies)" requires all allies
of the user to increase their Hate by 1. However, the user
themselves does not need to pay the cost.
Refer: The cost is explained in the skill description.
- Activation -
The maximum number of times the skill can be used.
None (-): There are no limits on the skill.
Scenario n: The skill can be used only n times during a single scenario
(game session).
Scene n: The skill can be used only n times during a single scene.
Round n: The skill can be used only n times during a single round of combat.
[Party]: This skill can be performed only once per scenario and only on the
members of a single Party.
Other: The limit is explained in the skill description.
- Description -
Terms that may be used in the description.
"You": The character that possesses or is using the skill.
Target: The character, item, prop, etc. chosen as a target.
Secondary Target: An additional target chosen as specified in the skill
description. The terms 'You' and 'Target' are in relation
to this new target after it is chosen.
Ally: Characters that are friendly towards the user. In the case of PCs
this typically includes all other PCs.
Enemy: Characters that are hostile towards the user. In the case of PCs
this typically includes all monsters.
Sq: Short for Square.
BS/LS/CS/OS: Short for Bad Status/Life Status/Combat Status/Other Status.
"May move up to n Sq": The specified character may move to any valid Sq
located within a distance of 0-n, or choose to stay
where they are.
(Outside) Close Range: The square the user is in, or in the case of
"Outside Close Range", all Sq other than the one the
user is in.
Cost: The effect or secondary effect of the skill has an additional cost
that much be paid for it to take effect.
"May use this skill again": If the associated cost is paid, this use of
the skill does not count towards its limit.
"Requires ---": The skill can only be acquired by characters satisfying the
specified condition.
"--- Only": The item can only be equipped by characters satisfying the
specified condition.
III. SESSION FLOW
III.a. SCENES
When players meet to play the Log Horizon TRPG, it's called a Session. Each
Session consists of multiple phases, as depicted below:
Pre-Play Session Prep
Opening Phase
Main Play Middle Phase
Climax Phase
Ending Phase
After Play Log Tickets
- Pre-Play -
During Pre-Play, the players and GM prepare for the game. They should be
prepared before coming to the Session as well; each player and the GM should
carefully review the rulebook and the GM should be familiar with the Scenario.
Every player needs to bring a Character Sheet, and ideally their own rulebook
and dice as well. The GM also needs the battle map, the Hate Management Sheet,
and several Log Tickets per player.
Everyone should introduce themselves to each other if they aren't already
acquainted, and the GM should then describe the premise of the scenario to the
players (they can also prepare a handout to do this with beforehand.)
Any players who haven't created a character should do so now. Housekeeping tasks
for PCs such as acquiring new Sub Classes and upgrading characters are also best
performed at this time.
Finally, any players who wish to use a [Fate Point Get] Log Ticket should do
so, and skills with [Timing: Pre-Play] can be used if desired.
After all the necessities are complete, Pre-Play ends and Main Play begins.
- Main Play -
Main Play is when the game itself takes place. It is divided into multiple
phases, and these phases are likewise divided into scenes. At the end of each
phase, all PCs recover a Fate Point.
Opening Phase: During this phase, the plot begins as the GM presents the
players with a problem or situation that will draw them into
the story. Often, this phase will only last for a single
scene. Once the players understand the objective of the
scenario, the game moves on to the Middle Phase.
Middle Phase: During this phase, the players pursue the objective that they
acquired during the Opening Phase. They should be presented
with challenges, trials, and possibly enemies to defeat. Once
the GM believes they are close to accomplishing their goal,
the Climax Phase should start.
Climax Phase: During this phase, the players confront the final barrier
between them and their objective. Often, this is a powerful
boss enemy. When (or if) they overcome the final challenge,
the game enters the Ending Phase.
Ending Phase: The Ending Phase serves as an epilogue to the story, showing
the players what they've accomplished. There are typically no
further battles or challenges during this phase. After the
story has been wrapped up, Main Play is over and After Play
begins.
- After Play -
During After Play, the players and GM wind down and perform housekeeping
tasks to end the session.
All PCs have their HP restored to their Maximum HP and their Fate Points
restored to their Starting Fate Points.
The GM should fill out and hand out Log Tickets (see II.b. CHARACTER
ADVANCEMENT.)
Any treasure or unwanted items acquired during Main Play can be sold at this
time. If players wish to use their Log Tickets to rank up their characters at
this time, they can do so.
Once all necessary tasks are performed, the Session is over.
- Scenes -
This section of the book is 20 pages of minutiae mostly obvious to anyone
who's played a TRPG before, so here's a very brief summary of the important
parts:
Bad Statuses do not last past the end of scenes.
If the GM deems it appropriate, they can have PCs recover an arbitrary
amount of HP at the end of scenes, or be restored to full HP.
Incapacitated characters are restored to fighting condition at the end of
scenes, but are very weak and in need of rest. See V.a. STATUSES.
An Interlude occurs between scenes. Skills with [Timing: Interlude] can be
used at this time.
III.b. ROUND PROGRESSION
Round Progression generally takes place during combat, but may also be called
for during other time-sensitive situations (such as running from a boulder
trap, Indiana Jones style.) A flowchart demonstrating the steps of Round
Progression is below:
Briefing Scene
Round Progression begins
Setup Process New Round
Initiative Process Next Turn
Major Action
Main Process Minor Action
Move Action
Instant Action
Are all characters Post-Action?
[Yes] [No]
Cleanup Process
Has the objective been completed?
[Yes] [No]
Round Progression ends
Here are details on the various steps of Round Progression.