Understanding the D100 System
The Land RPG is powered by a streamlined set of rules built for clarity, speed, and tactical creativity. Everything you attempt, from your combat strikes, social negotiations, stealthy maneuvers, magical shaping, and crafting routines – functions through a consistent engine known as an Accuracy Check. These rules allow both new and veteran Chaos Seeds to interact with the world in intuitive, meaningful ways. Skill ranks matter. Attributes matter. Clever choices matter. And the deadly beauty of the Red Venom Plains rewards those who learn quickly.
Mathematical Balance in The Land RPG
The mathematical systems used in The Land novels are epic in scale, designed to support the story of a single Chaos Seed walking a singular path, with power growth tailored for narrative impact rather than mechanical balance. In a tabletop setting, those same numerical progressions would quickly grow unmanageable. Durability systems that track thousands of points, exponential stat gains, and damage values that climb into the hundreds of thousands simply cannot function smoothly at a shared table.
For this reason, the rules of The Land RPG use a refined mathematical engine built for playability. Numbers have been tuned downward, scaling has been flattened, and certain systems – such as durability – have been streamlined so that they remain fun to use and easy to track. This tabletop version reflects years of iteration across multiple editions, slowly evolving into a balanced, consistent system that captures the spirit of the novels while remaining flexible enough for every player, every build, and every table.
How 1d100 Accuracy Checks Work
Nearly all actions in The Land RPG are resolved using a 1D100 Accuracy Check. If you are unsure what that means, the term “1d#” refers to rolling a random number between 1 and the listed top value; so 1d100 means the result can be anywhere between 1 and 100, before modifiers. When you attempt something risky, uncertain, or contested, you roll “percentile dice” (1d100) and compare your result to the relevant Accuracy Value for the action. Not to confuse you, but other checks may call for “#D#” – the first # tells you how many dice to roll, while the second is the type of dice, and are usually added together. So “3d4” would indicate that you should roll three of the four-sided dice, and add their results together.
Your Accuracy Value is determined by:
- Relevant Skill Rank (Your ranks in Perception will help you look across the horizon for danger);
- Relevant Attribute Modifier (Your Strength Score will help you climb a mountain);
- Relevant Item, Racial, or Miscellaneous Bonus (You found a pair of gloves that gives you a bonus to Opening Locks);
- Situational Modifiers (You are trying to balance on a ledge, but it is raining…)
A standard Accuracy Check is written like this:
1d100 + Modifiers = Accuracy
You succeed if:
Your modified Accuracy check is equal to or greater than the number you need to beat. Your Gamemaster will know the number you need to roll; it could be a creature’s defensive value or just a number that represents a task’s difficulty.
You fail if:
Your Accuracy check is less than the specified number.
The Gamemaster will tell you what the outcome of your check is, as it is not always that simple. But that is the standard rule for an Accuracy Check.
Two Types of Accuracy Checks
There are many types of Accuracy checks in The Land RPG. Here are a few of the most common ones:
Standard Accuracy Checks: Checks against a fixed value, where you simply roll your dice and add your modifiers and hope you beat the Check’s value.
Some examples Standard Accuracy Checks are:
- Sneaking past a guard;
- Dancing to earn coins in a city square;
- Swimming across a fast moving river;
- Trying to analyze a magical artifact;
- Attacking with a weapon or most spells.
If an Ogre has an Armor Value of 60, you’ll need a modified Accuracy check of that number to successfully do damage to it with your weapon.
Opposed Accuracy Checks: These are much more rare, and happen when someone, or something, is actively trying to oppose your success, or when things are so variable they are hard to predict.
Some examples of Opposed Accuracy Checks are:
- Wrestling Matches (or Grappling checks);
- Mental Duels, in a psychic landscape;
- Attempting to shoot a randomly moving magical target.
If a Giant wants to grab you, it uses its Athletics (Grapple) modifier to grab you, but you may use either your Athletics (Grapple) to push his hand away or your Balance (Escape) modifier to slip right through it.
This system gives tactical weight to both offensive and defensive builds, knowledge skills, and roleplaying.
Group Average Checks: This type of check asks the entire party to roll a skill check- sometimes it is the same check, while other times each player may have a choice of how they want to approach a situation. Your Gamemaster will add up all of the Accuracy checks, divide it by the number of players, and end up with a group score.
Some examples of Group Average Checks are:
- The entire group is deciding to trust a prisoner, but some opinions differ;
- The entire group is trying to talk their way out of a dangerous situation;
- The entire group has to flee the city as soon as possible. They can run, or sneak out, or use knowledge of secret alleyways to get through it.
In that last example, perhaps some players will use Athletics to run, while others might use Survival to find a safe route; and others may use Stealth to sneak through. The Gamemaster would allow each to roll their escape, and see how they did as a group.
Group Total Checks: This is similar to the Group Average Check, except all of the Accuracy checks are added together, to hit a specific number.
Some examples of Group Total Checks are:
- Pulling an indestructible door off its hinges, as it can’t be broken down;
- Doing research in a library, trying to discover a mystical answer;
- Trying to convince a crowd to not become vigilantes because of a misunderstood incident.
In that last example, players might take multiple rounds of skill checks to calm the crowd down, using skills like Conversation, Intimidation, or even History to slow the crowd down. This may also be done while they are defending the doorway to a jail, as some encounters will mix combat and skill challenges.
There are many other types of Accuracy checks that revolve around the 1D100 roll; your Gamemaster will describe them to you should your encounter require one. This system gives tactical weight to both offensive and defensive builds, knowledge skills, and roleplaying.