The game system is designed to be simple and accessible, while capturing the spirit of The Elder Scrolls on paper. It revolves around skills grouped into three categories (Magic, Warrior, Stealth) and uses a single 20-sided die (d20) for action resolution.
Game System
House Rules for The Elder Scrolls
Overview
Action Roll
For any uncertain action, the player rolls 1d20 and adds the level of the appropriate skill. The result is compared to a difficulty degree (DD) set by the game master based on the task undertaken. The higher the total roll is equal to or greater than the DD, the more successful the action.
Difficulty Degree Examples
- DD 10 : Climbing a medium-height wall
- DD 15 : Convincing a suspicious guard
- DD 20 : Disarming a complex trap
Rule: Critical Rolls
A natural 1 is considered a critical failure (the character gets into trouble), while a natural 20 is a dramatic critical success.
Skills and Attributes
Each character is defined primarily by their skills. To keep it simple, we don't manage a separate list of numerical attributes (Strength, Intelligence, etc.) – these traits can be described narratively, and the chosen skills already partially reflect the character's physical or mental abilities.
Skills are classified by category and rated from 0 (inexperienced) to 10 (master). A value of 0 means no particular training, 5 represents a notable skill (accomplished craftsman, veteran guard, etc.), and 10 a legendary mastery.
Character Creation
During character creation, the player distributes some starting bonuses to reflect their training: for example, choose 3 primary skills (the character is an expert, +4 to the d20 roll), 3 secondary skills (good level, +2 to the roll), and the others remain at 0 (untrained). This distribution allows easy creation of a class-type profile (for example, a mage will have their three primary skills in Magic, a warrior in weapons/armor, etc., but any combination is possible).
Skill Progression
Like Morrowind, the more a skill is used, the more it improves. Specifically, each time a character successfully performs a significant action related to a skill, the GM can note an "experience mark" for that skill. After a certain number of marks (for example 5 important successes), the skill increases by +1.
It can also be decided that at the end of each game session, each PC can increase by 1 point a skill they used frequently during the session. The gradual increase reflects on-the-job training: if your character often uses Stealth to sneak without being seen, their mastery in this area will grow over time.
At high level, some skills could thus reach or approach 10, signifying a nearly heroic expertise. There are no rigid global "character levels" – evolution is essentially centered on skill improvement, supported by acquired equipment and allies gained along the way.
Note: Rule Flexibility
The game master is encouraged to remain flexible with these rules to favor gameplay enjoyment. The emphasis should be on dynamic narration and improvisation like in an Elder Scrolls game, rather than on long calculations. For example, in case of a situation not covered by a specific skill, simply roll 1d20 and interpret the result coherently.