Chapter 2.
Grand Rules
Golden Rules
LHZ is a game played for the enjoyment of all its participants. The golden rules here are designed to ensure this principle. They precedence over the rest of this book, and any future rules.
GM's Authority
When playing LHZ, the GM has the responsibility for playing with the correct rules, refraining from the use of arbitrary judgement, and exercising fair judgement with all participants.
Rules Arbitration
The world produced during the session is another reality imagined by the participants' imaginations and rules. Although the book tries to be as comprehensive as possible, unexpected situations undescribed by the rules may still occur.
The GM has the final authority to decide how to adjudicate situations where the existing rules are insufficient. This may mean creating or adding new rules, or disregarding existing ones.
Rejecting results
GMs may reject or re-roll results of dice rolls. The GM may also freely determine the result of a dice roll without actually rolling the dice.
Gameplay Mistakes
If you make a mistake while applying a rule, correct it immediately, and then follow the correct rules.
If such a judgement has already been applied to the game, it should not be rectified by rewinding time. When such measures are taken, the GM's ability to arbitrate rules may be undermined, and loud participants may arbitrarily impose their will. This would not make for an enjoyable session.
It is not wrong to point out an incorrect rule before it is applied. In this case, the GM should check the rules, then apply the correct ones (besides exemptions from "Rules Arbitration" above).
When in Doubt
If the GM is confused, it should be interpreted and ruled on in a way that is advantageous to the player. A TRPG is not a competition between GM and players to win or lose; in many cases, it is a player's success that makes for a successful session, and the GM's enjoyment. But this is not an excuse to get the GM to rule in your favor, it only applies to when a GM is lost.
Player Actions
Characters may use special abilities and talents, skills and magic in battle, and various items, as they adventure through Theldesia. These are called actions. This section explains the basic rules governing actions.
Types of Decision
An action may be one of an action execution, special skill use, item use, EX power use, or any GM-recognized decision.
Basic and Scenario Actions
A action is a basic kind of decision performed during the game. Rules permitting, any character may perform one; such as Basic Weapon Attack, which attacks with a weapon like a sword or spear; Detect Unusual, which detects surrounding danger and atypical circumstances; or Enemy Identification, which discerns the enemy identity. Any player decision that can be performed by any character, and that has a rules-based outcome, is a "action".
General-purpose operations described in the LHZ rules are called basic actions. Actions described in a scenario (e.g. "open the water gate while hiding") are called scenario actions.
Skill use
A Skill is an action that relies on the character's own talents and abilities. A skill may only be used by characters who have specifically acquired it.
Item use
Various things such as weapons, armour, and potions appear in LHZ. These things that have data and rules on them are called items. Characters may use these items only when they possess them. For more information, see Chapter 4.
EX Power use
EX Power is a combination of various resources, such as sub-classes, support from organizations such as guilds, and NPCs who have a relationship with the PCs. Use of these EX powers is also considered a type of action. EX Power is primarily described by scenarios and presented to players in handouts and the like. Refer to "EX Power" (Chapter 3) for details.
GM-recognized actions
Any other decisions the GM may wish to allow fall into the category of GM-recognized actions.
Limits of Actions
Player actions each have conditions, limits, and costs, which are described in their respective data blocks. They can be summarized into a few principles:
No using multiple actions with the same timing
In principle, at one time, a character has the opportunity to be performing one action. This is called the "privilege to act."
To represent this, every action has a timing. The timing indicates both how long it takes to execute the action, and at what moments the action may be executed. For example, [Timing: before judgment] indicates that the action can be executed immediately before any judgment, and [timing: major] indicates that the action can be executed in the major action.
For example, “Timing: Move” is a timing for performing an action related to movement in a process such as a battle, but a character can perform the “Timing: Move” action only once at this timing. It is not possible to perform multiple different actions during a single “timing: move” opportunity, running an indefinite distance in a single turn.
No repeating of the same action in a process
A character cannot perform the same action multiple times within a single briefing scene or single process (including its setup, initiative, cleanup, and main process parts).
Sometimes the mechanics of the game allow characters the opportunity to perform [Timing: Minor] actions multiple times in a single process. And during briefing, actions with [Preparation] do not use the privilege to act, so actions may be performed several times. However even in these cases, actions with the same name may not be executed again until the next process.
This limitation does not apply to items with the [Consumable] tag; these actions may be performed so long as the timing and quantity available permits it.
Skills, Items, and EX Power priority
More specific rules for skills, items, and EX Power take precedence over general game rules (except the Golden Rules).
If the rules of skills, items, and EX Power conflict with each other, you may choose which is more advantageous to your character. However, this is subject to GM's discretion if the effect would be unnatural or incorrect.
These priorities can be summarized as:
Golden Rules > skills = items = EX Power > general rules.
How to Declare and Execute Actions
This section will describe how to actually carry out an action during the game.
Actions are performed frequently during the game, and there are many detailed steps. If you have any doubts about how to perform a skill or action, check this section first.
1: Confirm Timing and Declare Actions
Declare the action when the timing allows for it. If the action's timing is incorrect for current point in the game, the action cannot be performed.
2: Declare and verify cost
Check and declare the hate rise, any execution conditions, consumption of [Consumable] items, and other costs specified in the description. If the cost cannot be paid, the action cannot be performed. For actions that let you vary the cost, determine how much you want to spend and the corresponding effect. The will be deducted in Step 5: Apply Effect.
3: Specify the Target
Select a target satisfying the necessary conditions (range, target, etc.) for the action. If the intended target cannot be targeted, the action may be withdrawn.
4: Perform the Check
If a check is specified for the datablock, perform that check. If applicable, the target makes an opposing check. As a rule of thumb, you cannot withdraw your action once you perform the check.
5: Apply Effects
Depending on the outcome of the Check, the described effect is applied. If there are additional effects whose conditions have been met, those are also applied. Multiple effects stack, unless otherwise indicated (typically tags or statuses).
6: Process Costs
Pay the cost as determined in Step 2: Declare and Verify Cost.
Data Block
Information about skills, items, EX power, and enemies are described in a common format called the Data Block.
- MaxSR
- Timing
- ④Major
- Check
- ⑤Opposed (Accuracy vs Evasion)
- Target
- ⑥Single
- Range
- ⑦Weapon
- Cost
- ⑧Hate 2
- Limit
- ⑨—
⑩Description
Data Block Interpretation
- Name: The name of the data being described.
- Category: The type of the data. e.g. Combat, General.
- Tags: Any tags that the data has are listed here. Refer to Tags (Chapter 2, pp40) and "List of Tags" (Chapter 11, pp504) for details.
- Timing: The moments at which the described action may be executed.
- Check: The type of check that must be made and passed in order to successfully execute the action.
- Target: The target that takes the effects described.
- Range: The distance over which the effects may be applied. Units are always in Squares (Sq).
- Cost: What must be expended in order to execute the action.
- Limit: Limitations on how frequently the action may be executed.
- Effect: The effect of the action when the check succeeds.
Data Block Components
This section overviews the basic components of a data block. Depending what is being described, the data block may not have all of these items.
Name
The name of the thing being described.
Rank
Described things carry a rank. The rank will be one of Character Rank (CR), Skill Rank (SR), Item Rank (IR), or Prop Rank (PR).
Tags
Tags attached to the thing being described. Refer to "Tags" (Chapter 2, pp40) for the meaning and usage of tags, and "Tag List" (Chapter 11, pp504) for the meaning of each tag.
Timing
Which moments the described action may be used.
- Constant
- The skill is not used, but is always in effect. However, conditions may apply.
- Pre-play
- This action may be performed once in pre-play. Privilege to act does not apply, multiple different pre-play actions may be performed. The main purpose is to acquire items and money, and to change character data. Some conditions apply, see Pre-play (pp237) for information.
- Interlude
- This action may be performed in the interlude between scenes. See Scenes and Interludes (pp247) for information.
- Briefing
- This action may be performed in the Briefing Scene immediately before the battle. Refer to "Scene Types" (pp255) for information.
- Rest Time
- This action may performed whenever there is any free time to spend performing it— it cannot be used during combat or tense situations. If necessary, the GM may decide when and for how long the action may be performed.
- Main Process Action (Move, Minor, Major, Instant)
- This action may be performed during the respective point in the Main Process.
- Main Process
- A special action that consumes the Privilege to Act for the entire Main Process: it uses a Move Action, Minor Action, and Major Action.
- Process (Setup, Initiative, Cleanup)
- This skill may be used during the specified Round Progression process.
- Before/After
- This skill may be used immediately before or after making a check.
- Damage Roll
- This action may be used immediately before making the damage roll.
- Before/after Applying Damage
- This action may be used immediately before/after applying damage.
- Action
- This action may be used accompanying play of another action, not limited by Privilege to Act. Refer to the description for usage details.
- Refer
- The timing is explained in the description.
Check Type
The type of check necessary for the action to take effect.
- No Check
- The effect only applies to a willing target.
- Automatic Success
- May be applied as if the check succeeded. The effect always applies.
- 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 description.
Target
The target(s) affected by the skill.
- Self
- This skill only targets the character who is using it.
- Single/n Targets
- This skill can target up to a limited number of characters or Props with HP, from 0 through n targets within the character's range. If Single, then n is 1.
- Area/Range (Pick/All)
- Characters and props with HP within the character's range are affected. If (All) or (A) is specified, the effect is indiscriminate, and must apply to all the characters and props within range. If (Pick) or (P) is specified, the character may specify which of the characters or Props with HP are targeted, for example "Allies" or "Enemies".
- Wide n (Pick/All)
- The character picks a square within range, and all squares within n distance of that square are included. 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.
- Line n (Pick/All)
- The character must specify one of the four cardinal directions. This skill targets characters and Props with HP in those squares within a straight line of n distance of the character in the chosen direction.
- Refer
- The target is explained in the skill description.
Range
The maximum range that can be targeted by the skill/action. The distance is in units of Squares (Sq).
- 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.
- n Sq
- This action's range is up to n squares distant from the user.
- Refer
- The range is explained in the skill description.
4 | 3 | 2 | 3 | 4 |
3 | 2 | 1 | 2 | 3 |
2 | 1 | 🕴 | 1 | 2 |
3 | 2 | 1 | 2 | 3 |
4 | 3 | 2 | 3 | 4 |
Cost
The cost required to execute the described effect.
- –
- May be performed without cost. However, additional costs for executing the additional effects may be described in the text.
- Hate n
- The user's [Hate] increases by n.
- Fate n
- The user's [Fate Points] decrease by n. The user must have at least this many Fate Points to spend.
- 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 pay the cost.
- Refer
- The cost is explained in the skill description.
Limit
How often the described action may be used.
- – (none)
- Whenever the timing and other rules permit; there is no particular restriction.
- n/scenario
- May be executed up to n times per scenario.
- n/session
- May be executed up to n times per scene.
- n/round
- May be executed up to n times per round.
- [Party]
- This skill can be performed only once per scenario and only on the members of a single Party.
- Refer
- The limit is explained in the description.
Effect Description
The effect description describes the intended outcome of using the skill/action. If there are multiple descriptions, they apply in the order described. The main terms and that appear in descriptions are:
- You
- The character possessing or 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. It may be "you" or the target selected again, or it may be a different target.
- Party [also called Allies]
- Characters that are friendly towards the performer, including the performer. In the case of a PC, this typically refers to all the PCs.
- Opponents
- Characters that are hostile to the user. For a PC, it mainly refers to their enemies.
- Sq
- Abbreviation for Square.
- BS/LS/CS/OS
- Abbreviation for various statuses: Bad Status, Life Status, Combat Status, and Other Status; respectively.
- "May move up to n Sq"
- The specified character may move to any valid Square located within a distance of 0-n, or choose to stay where they are.
- Close Range/Outside Close Range
- Close Range refers to the square you are in. Outside Close Range refers to squares other than the one you are in.
- Cost
- The effect or secondary effect of the skill has an additional cost that must be paid for it to take effect.
- "May use this skill again"
- The skill may be used beyond its limit if the associated cost is paid.
- Consent
- Requires approval of the affected target.
- GM approval
- This effect or action requires specific approval from the GM.
- 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.
- (condition)
- An additional effect is available if the specified condition in parenthesizes is met. For details, see "Execution Conditions" (pp42).
Tags
A tag is a descriptive keyword on a character, item, skill, etc.
Tags express features of special skills, items, and characters, in short terms. Tags may be used as conditions of rules, depending on their presence or absence. For example, a tag determines which weapons a character may equip. Among the many tags, those requiring special explanation are described in "Tag List" (Chapter 11, pp504).
The GM may add or remove tags on existing data, depending on the situation during the session, or treat it as originally described. For example, an effect that occurs under the [Male] tag, a male character may be treated as having a [Male] tag.
Tag Inheritance
Tags describe a variety of different things. Typical examples are character, item, and action information.
When a character performs an action, the tags from the character are inherited by e.g. damage in the attack. For example with damage, the damage includes the tags of: the attacking characters, the weapon used, and the means (the action) of the attack. This is called tag inheritance.
Tag Inheritance Exceptions
All tags are inherited, except on two occasions: When there's multiple tags indicating the damage attribute, and when there's multiple tags indicating the weapon type.
Tags Indicating Damage Attribute
The damage attribute tags [Flame], [Cold], [Shock], [Holy], [Blight], and [Spirit] are mutually exclusive, and cannot be inherited at the same time. If two or more tags indicating the damage attribute are inherited, the character must select one to inherit when declaring an action.
Tags Indicating Weapon Type
The tags indicating weapon type [Blade], [Katana], [Spear], [Hafted], [Whip], [Martial Arts], [Staff], [Bow], [Throwing], and [Artillery] are mutually exclusive, and cannot be inherited at the same time. If two or more of these tags are inherited, the character must choose one when declaring the action.