NKOM SRD

Welcome to the System Reference Document for the Necromancers Killed our Goblins Glog-Hack, you can find the associated blog at nkom.bearblog.dev

Advice from the Designer

Every group and DM plays differently, this section details the assumptions the designer made for this game.

Rolls Are Rare

While in some games rolls are a common way for a character to use their skills in NkoG most checks will result in a mixed success or failure. This means that rolls should only be called when a very real risk of failure is present.
One way to decide if a roll is needed is the Equipment, Time, Skill Method. Which states that doing anything with 1 of these is a automatic failure, 3 is a success and 2 is when you call a skill check.

Specific Beats General

So that the rules don’t have to list every rule, if a general rules states something but a specific rule contradicts that, the specific rule is the intended outcome.

More of Guidelines

The rules are guidelines meant to make the game feel consistent and take some pressure off the GM. However should those rules get in the way of fun, ignore them. Many situations may be outside the scope of the rules and so they no longer apply.
If it comes to it modify, alter and hack them to your hearts content.

War is Hell

Much like the real world Combat often creates more problems than it solves. As a Player you should think about how you can tip the scales in your favor. As your GM will make the enemies as strong as they should be.
If you fight a dragon head on, you will die.

Strategize Everywhere

In combat you are expected to show tactics and think through your actions. Similarly you should think through your approach to Talking, Sneaking, Searching or anything else you undertake. Rare rolls mean you can often resolve a conversation without a roll, if you offer a commoner a coin for their donkey, they’ll happily take it.