TOADER stands for “Tumblr-Operated ASCII Dungeon Exploration Roguelike.” As the name implies, TOADER is a community-driven game that derives from tabletop RPGs and old-school roguelike games.
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📺Rules: The Interface and PC🕹️
📺The Interface📺
Usually, TOADER gameplay is accompanied by images that show a combination of pixelated and ASCII graphics. This serves to represent your character's immediate environment. Below the image will be a description of what's going on. This description will also contain information such as dialogue, dice rolls, shop catalogues, combat logs, and changes in statistics. Below the description will be a "keep reading" button containing the following (from top to bottom)...
The player's statistics, conditions, inventory, and traits. Inventory items will tell you where they're located. Weapons also tend to show it first in the inventory.
The statistics, conditions, inventory, and traits of party members.
The known statistics, conditions, inventory, and traits of anyone else nearby. Under normal circumstances, entities outside of your party won't reveal any of this information.
This information is under the "keep reading" button since it tends to be lengthy. An example of the image, description, and character descriptions will be found at the bottom of this post.
🕹️Instantenous Commands🕹️
Anyone can control the playable character! The playable character (PC) can be given commands to do things by replying to the newest post on this blog that contains gameplay. The PC will only follow one of these commands chosen at random. It should be noted that replies interpreted as blatant griefing will be ignore. I'm not going to give options like "Leave from the middle of the dungeon, do 20 laps around the edge of the world map, and then kill your entire party" a chance.
🤖Automating The Playable Character🤖
Not all commands need to be instantaneous or simplistic, nor are commands always necessary in order to advance gameplay. You can give commands that change the PC's autonomous behavior. For example, you can make it so that the PC prioritizes on collecting certain items to sell to a specific NPC when they're near said NPC's town.
Unlike instantaneous commands, commands that alter the PC's autonomous behavior will always be chosen alongside the instantaneous command.
💡Clarity💡
While characters do have a speed (SPD) statistic that determines how many spaces they can move per turn, commands don't have to only take one turn to complete. You're fully capable of making the PC move anywhere you want or making them do something that takes a long time.
You don't have to use XYZ coordinates in order to tell the PC where to go. However, if you wish to do so for one reason or another, the PC's current location is always interpreted as being "the center" (X=0, Y=0, Z=0).
If any graphics are difficult to interpret. I will try to clarify them somewhere on the gameplay post.
This section will be updated as needed.
👾Gameplay Example👾
«User_1337» said "Automatically collect bones and add them to your clothes to look like a total badass." «User_666» said "From this point forward, you have an unhealthy fixation on oranges (the fruit)." «User_911» said "Move up into the northern corridor."
You make you way into the northern corridor. There doesn't appear to be much of interest here besides a rather small wooden chest. There's also yet another dull-faced skeleton awkwardly lurking in a dark corner... although, upon closer inspection, you notice that a small, shiny key is tightly gripped within the skeleton's mitts.
The option of simply smashing the skeleton to bits for the key initially crosses your mind... until you notice its shoes. The skeleton is wearing a ludicrously expensive pair of brand name running shoes. The shoes also appear to be exceptionally well taken care of.
You just know that the moment you try to get in close, this bony bastard is just gonna sprint laps around you until you pass out in a pool of your own sweat. Your hopes of dismantling this calcium-rich cunt are low... but then again, how fast could someone without any muscles be?
>_
Player's Name HP: 4 | MP: 4 | AP: 0 STR: 10 | DEX: 10 | WIL: 10 SPD: 5 | SIZE: 3 | ¤: 1,000
Condition: Buzzed (Disadvantage x1)
Inventory: Shortsword: d6 slashing damage VS STR | Melee Range: 1 (Hands), Peasant clothing (Body)
Player's Fox HP: 2 | MP: 2 | AP: 0 STR: 5 | DEX: 12 | WIL: 8 SPD: 6 | SIZE: 2 | ¤: 0
Inventory: Back-Mounted Micro Missile Launcher: d8 explosive damage between up to 3 targets VS DEX | Range: 6 (Back)
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🔮Rules: Magic & Advanced Combat⚔️
🔮Magic🔮
To cast a spell, you'll have to pass a WIL skill check. Most spells will have a modifier that'll make it harder to pass this skill check. The more difficult the spell, the greater the penalty. Upon passing, the spell will drain a specified amount of MP. If you don't have enough MP, the cost of the spell will roll over into your WIL. You can continue using your own WIL to cover the costs of spell casting, however, you will receive critical damage if you run out of WIL!
NOTE: Failing the WIL skill check only results in a wasted turn. However, automatically failing the WIL skill check due to rolling a 20 may potentially have dire consequences for your health and safety! The results of such a failure are usually determined by the game master.
🧱Cover🧱
If a character is positioned within or right behind something that heavily obscures your direct line of sight, that character will usually be considered to be taking cover. Being within or behind cover will result in anyone trying to hit you with ranged attacks being at a disadvantage. Enemies trying to spot you while you're within or behind cover will also be at a disadvantage. There are two types of cover...
Soft cover is cover that isn't as sturdy as something such as stones or thick metal, but will still help lessen the danger of ranged attacks piercing through and hitting you. Soft cover also can be anything that heavily obscures you, such as heavy foliage or thick smoke. Enemies trying to attack targets within or behind soft cover will be at a disadvantage.
Heavy cover is thick, durable cover, such as a thick stone or metal barrier. Enemies trying to attack targets that are within or behind heavy cover will be at a DOUBLE disadvantage.
NOTE: Attacking a target behind cover with melee attacks or ranged attacks that can bypass cover WON'T be disadvantaged by cover!
💪Grappling💪
Grappled characters usually suffer from the following effects...
Automatically fail all DEX skill checks and DEX saves.
Characters always have an advantage against grappled characters.
Actions by grappled characters will always be disadvantaged.
Grappled characters cannot move spaces and will always move with their grappler instead.
In order to grapple someone, your target must first be within reach and be no more than one size larger than you. For the grapple to succeed, you must pass your own STR skill check while your target must fail their own STR or DEX skill check. Target automatically use whichever of the two statistics have the highest number.
If you're grappled, you can use your turn to try and break free. To break free, you must pass your own STR skill check while your grappler must fail their own STR skill check.
NOTE: Smaller characters can work together to grapple a singular target. The number of same-sized characters required to grapple a character two sizes larger is two. The number of same-sized characters required doubled per each increase in size difference between grapplers and the target. It should be noted that every single grappler must pass their skill checks in order to grapple and maintain their grips on the target.
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🎬Rules: Actions & Basic Combat⚔️
🎲Skill Checks & Saves🎲
If you wish to do something that isn't trivial, a skill check is usually required. Skill checks utilize your STR, DEX, WIL, and 1d20 to determine whether or not you successfully pull off some sort of feat. Passing a skill check requires rolling a total that is equal to or less than whichever of your statistics are relevant to the current situation. Rolling a 1 will always result in a pass while rolling a 20 will always result in a failure. Your talents will have an impact on reducing the total value of your roll, but WILL NOT change the outcome of rolling a 1 or 20.
Saves are functionally the same as skill checks. However, saves usually determine whether or not an incoming attack or ability has an effect on you. Some saves may also be based purely on luck. The outcome of luck saves are determined by the outcome of the roll. Lower numbered outcomes are better than higher numbered outcomes.
🎭Advantages & Disadvantages🎭
Advantages & Disadvantages are temporary bonuses and penalties towards your skill checks, save, and your ability to land attack. These modifiers almost always manifest in combat and are capable of stacking their effects as well. Finally, advantages and disadvantages cancel each other out in a 1:1 ratio.
When an advantaged character attacks, makes a skill check, or makes a save, 1d6 per advantage is rolled alongside your 1d20. Whichever d6 possesses the highest outcome will add said outcome to your roll to hit. As for skill checks and saves, the highest outcome will be subtracted from your roll's total.
Disadvantages work entirely opposite of advantages. You would still roll 1d6 per disadvantage alongside your 1d20. However, the d6 with the highest outcome is subtracted from your roll to hit. Additionally, for skill checks and saves, the highest outcome is instead added to your roll's total.
⚔️Initiating Combat⚔️
Most encounters start with your party going first. The only exception to this rule is if the party is ambushed. If the party is ambushed, every member must pass a DEX save to use their first turn. It should be noted that there is no defined turn order in this game. Party members can go in whichever order they desire.
To attack someone, roll 1d20 and obtain an outcome that is greater than or equal to the target's relevant STR, DEX, or WIL statistic. Your weapon's own statistics will inform you which statistic is relevant. Your weapon's statistics will also tell you how much damage they deal and their element. Your total damage against a target may be slightly reduced if they possess AP. Sources of AP will only subtract incoming damage if they're capable of protecting against the attack's element.
🩸Taking Damage🩸
Damage will reduce your HP. If you run out of HP, damage rolls over to your STR and reduces that instead. If you're attacked and don't have HP, you will have to make a STR save. Passing the save will result in your STR being reduced. Failing the save will result in critical damage, leaving your character unable to make any voluntary actions. You will also automatically receive critical damage if you entirely run out of DEX or WIL. Running out of STR will kill you.
💚Healing💚
HP and MP can be restored by taking a short rest. A short rest usually involves a couple of minutes of downtime in a relatively safe location. HP and MP will only be restored if you have access to things such as food, water, warmth, items for treating wounds, and items for restoring MP.
If you want to restore your STR, DEX, and WIL along with your HP and MP, you'll need to take a long rest. A long rest occurs under similar conditions as short rests, yet takes a much longer time to fully restore you. Long rests for seriously battered characters will usually last at least a few weeks.
💀Defeat & Death💀
If you die, you should receive a replacement character as soon as possible. The easiest way to do this is by taking control of an allied NPC.
Most NPCs are considered defeated (although not necessarily dead) once they run out of HP. When NPCs are defeated, it may also cause other allied NPCs to fee. When this occurs, the party member with the most WIL must make a WIL save to prevent their allies from fleeing. If the save fails, every NPC in the party will have to pass their own WIL save to remain in combat.
Players can also retreat, but to do so, this will require everyone in your party having to pass their own DEX save. You'll also need to have some place nearby that you can safely retreat to.
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👤Rules: Statistics & Characters📊
📊Statistics📊
The first two stats, hit points (HP) and magic points (MP), are easy to lose yet easy to gain. They provide a bit of protection against attacks, abilities, and actions that would otherwise reduce your more vital statistics...
🩹Hit Points (HP): Also known as health points. If you lose all your HP, any more damage that you take will begin rolling over into your STR.
🔮Magic Points (MP): Acts as "fuel" for casting magic. If you used up all your MP, you will have to use your WIL as fuel instead.
The next three statistics are largely involved in making skill checks and saves. It should be noted that entirely running out of DEX or WIL will result in your character being unable to make any voluntary actions!
💪Strength (STR): Relates to concepts such as your character's physical strength, endurance, and constitution. When you run out of HP, your STR statistic takes the place of your HP. When you run out of STR, you die.
👋Dexterity (DEX): Relates to concepts such as your character's fine motor skills, stealth, and quick reflexes.
🧠Willpower (WIL): Relates to your character's social skills, such as leadership, authority, manipulation, intimidation, persuasion, and charm. WIL also relates to your character's mental fortitude, concentration, and magical prowess.
Finally, the following statistics acts quite differently than the previous ones...
🛡️Armor Points (AP): How much damage is subtracted from an attack upon you. Items that provide AP will only subtract damage if they can protect you from an attack's element.
⏩Speed (SPD): How many spaces your character can move per turn. This statistic is largely reserved for tabletop-style gameplay.
↕️Size: How massive your character is. This statistic is usually used for roleplay purposes, but has some niche applications such as when grappling foes. Size generally range from 1-6, with 3 being roughly the size of an average human. Each size up is roughly twice the size of the previous size.
📚Talents: These represent your character's expertise on various subjects. Whenever you make a skill check that involves something you have some knowledge of or experience with, talents will add onto your skill check to make them easier to pass. There are no default list of talents. They're instead devised by players and the game master.
NOTE: Good talents are those that can be applied not to broadly, yet not to narrowly!
👤Character Creation👤
When a character is created, they start out at level 1. Their HP and MP will be determined by separate 1d6 rolls. As for their STR, DEX, and WIL, those will be determined by separate 3d6 rolls instead.
Additionally, the total amount of points that can go towards a character's talents is always capped at four times their current level. This means that a level 1 character's total amount of talent points is capped at four.
Finally, there is no formalized system for determining a character's starting equipment. Starting equipment is usually either player conceived and then game master approved, or the result of randomized item tables.
⭐Leveling Up⭐
This system does not use experience points. What determines leveling up are the number of major and minor challenges that characters take on.
Major Challenges are quests or similar feats that push the limits of what your character is capable of at their current level. Such quests tend to have a great risk of failure, or even death. Major challenges are also usually vital in progressing a campaign.
Minor Challenges are similar to major challenges, but don't possess the same amount of risks. Minor challenges tend to involve things such as side dungeons, minibosses, or quests that would've been major challenges if you had a lower level.
It only takes a single major challenge to level up a character. The number of minor challenges required to level up a character is equal to their current level. If you level up due to a major challenge but had completed minor challenges beforehand, those minor challenges will roll over towards contributing to your next level up. The maximum number of minor challenges that will roll over equals the amount needed to level up a second time.
When your character levels up, the following will occur...
Your HP and MP will each increase by 1d6.
Roll 1d20 for each of the following statistics: STR, DEX, and WIL. If the outcome of the roll has a greater value than your current statistic, it will increase by 1. Else, your statistics will remain the same.
Your total talent points cap increases by 4.
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📚The Rules📚
This post will serve as a hub that will link all the posts on this blog that involve the rules. Over time, this post and all of the rules may be subject to changes.
Statistics, Character Creation, Leveling Up
Actions & Basic Combat
Magic & Advanced Combat
The Interface & PC
NOTE: Depending on the current campaign, some rules may be added, altered, or unused. This list serves as the standards for rules across all campaigns.
The rules are heavily based on those of Into The Odd Remastered. Other sources include Dungeons & Dragon 5e, LANCER 1e, and homebrew. Other inspirations for TOADER include Dwarf Fortress, Cave of Qud, Rogue, and Noita.
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I got highly addicted to Noita and then had a terrible mental health week afterward so not much TOADER stuff got done lmao.
Still, during that time, the (second draft of the) rules for this game were finalized. Additionally, as a result of some friendly feedback, the graphics for TOADER will be a combination of pixel art and ASCII characters. The graphics will try and prioritize pixel art over ASCII characters.
The next thing I would like to do is polish up how using the game display works and set up the rules for the game.
Afterwards, I will try and devise a miniature test campaign. I've had plenty of ideas for larger campaign settings, so I hope that game testing with a scaled-back campaign will go well!
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What is TOADER?
TOADER stands for “Tumblr-Operated ASCII Dungeon Exploration Roguelike.” As the name implies, TOADER is an experimental, community-driven game that derives from tabletop RPGs and old-school roguelike games. As a result of this, TOADER also utilizes ASCII text-based graphics similar to old-school roguelikes.
In order to play the game, users can comment on the latest posts involving gameplay to command the playable character! Out of these given commands, one will be randomly chosen for the character to execute!
😲 NOTE: As of now, TOADER is a work in progress. I'm currently working on hammering out the various bits and pieces of this blog and its initial campaign setting.
For more information, see this blog's tags below!
#comments: Random talk about stuff from this blog's owner.
#gameplay: Posts involving gameplay.
#questions: Questions, answers, FAQ, and information about TOADER and related topics.
#technical: Stuff about the behind the scene of TOADER.
#rules: Rules of TOADER
#updates: News and changes involving TOADER.
(🚧Any information on this blog may be subject to change!🚧)
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Sick and tired of boring Tumblr April Fool's gimmicks? Want something else to do instead? Do you also miss playing TTRPGs? Yeah, same. So why not take a look at...
The Tumblr-Operated ASCII Dungeon Exploration Roguelike!
Built off of a clusterfuck of rules from various beloved tabletop roleplaying games*, users can collectively control one unfortunate soul through an ASCII hellscape in the pursuit of adventure! To control your collective blorbo, simply leave replies on what you want them to do on the latest gameplay post and an outcome will be chosen at random†!
If having to constantly leave replies to drive gameplay seems slow to you, we've got you covered! Your replies can also be used to automate what your blorbo does! Your blorbo will try to follow your automated commands to the best of its ability!
Have you and your party vaporized by a legion of giant, missile launching ferrets! Throw an innocent kobold at a monster with such force that both monsters explode into pieces! Hunt down a fellow user in real life because they kept making the character get erotically swallowed by giant snakes! Trade your lifelong memories of how to sword fight for memories of the dark arts, only to realize that you were scammed and now know the entirety of Homestuck's lore instead!
The possibilities are endless!
TOADER! Coming whenever my ADHD allows me to actually finish this up‡!
*Largely Into The Odd with other rules from Dungeons & Dragons, Lancer, some homebrewed stuff, etc.
†Some more important decisions may be handled through other means, such as polls or how they randomly pick tracks when playing Mario Kart 8 online. Also if people are just constantly out to intentionally grief and ruin everything then the outcomes may be skewed to lessen or outright avoid this.
‡There's a non-zero chance that my ADHD doesn't cooperate and this never happens. This is why I uploaded this post on April Fool's day just in case that happens lol.
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