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Welcome to Isekai
Meet Bob and May: Bob Maynard is the patron saint of the Isekai system. Repeatedly typing "a character" or "the attacking character" or "the retreating character", etc. is not only extra work, but also makes the text more confusing to read. Therefore, I have replaced those phrases with "Bob" and use "May" when a second character needs to be referenced.

Basic Game Mechanics
Old School Spirit -- Rules vs. Rulings --	Role-Play, Not Roll-Play --	No Limitations

The Basic Mechanic: Resolving Contests with Die Rolls --	Everything is Measured in Dice --	Don't Roll Dice if You Can Role-Play --	Don't Roll Unless Failure is Interesting --	If You Really Have To Roll

Variations on the Die Roll --	Definitions: Action-Rolls, Defense-Rolls, and Second-Rolls --	Thresholds --	Advantage and Disadvantage --	Take-Away Dice --	Slow Rolls --	Magic Numbers

Handling Simultaneous Actions: Combat Rounds

Character Mechanics
Character Abilities --	Attributes --	General Skills --	Derived Values --	Narrow-Skills --	Bonus-Skills<

The Basic Die Pool --	Basic Die Pools For Standard Actions --	Basic-Die-Pools For Other Actions

Damage and Recovery --	Healing Roll --	First Aid --	Conditions Needed for Healing --	Unconsciousness and Coma --	System Shock, Automatic Death

Increasing Abilities

Mechanics for Time, Movement and Encumbrance
Different Types of Time --	Combat Time: Rounds --	Dungeon Time: Turns --	Travel Time: Hours --	Calendar Time: Days --	Down Time: Days or Weeks (changes being considered)

The Game Turn --	Turns During and After Combat --	Turns Spent Searching, Lock Picking, etc. --	Turns Spent on Movement in Dungeon-like Environments --	Turn-Based Events

Movement in Combat --	Movement as a Character's Action --	Movement as Part of Another Action --	Movement While Maintaining a Spell --	Obstructions to Movement --	NPC Action and Movement in Combat

Non-Combat Movement --	Races and Chases --	Long Distance Movement

Encumbrance --	Effects of Encumbrance --	Exempt Items --	Encumbrance for Normal Actions --	Encumbrance for Weight-Sensitive Actions --	Encumbrance for Swimming --	Negative Encumbrance

Basic Combat Mechanics
Melee Combat --	Melee Range --	Riposte --	Flanking --	Multi-Target Attack (Pushing-Through) --	Exploits --	Coup de Grace

Missile Combat --	Missile Range --	Quick Resolution for Missile Combat --	Distance, Size, Time and Cover

Combat Options and Maneuvers'''
Pre-Attack Roll Options --	Choose to Guard --	Choose to Defend --	Choose to Make a Fighting Retreat --	Choose to Change Weapons --	Choose to Speak

At Initiative Option: Change or Cancel Action

Pre-Defense Roll Option: Heroic Action

Other Conditions and Maneuvers --	Surprise

Archaic Weapons and Armor
Weapons -- Armor -- Item Quality and Breakage --	Weapon and Armor Quality --	Weapon and Armor Breakage

Game Mechanics for Simulating Magic
Magic Spells --	Local Magic Resistance --	Spell Damage -- Restrictions on Learning Magic (cancelled) --	Sensing Magic --	Boosting Spells --	Abbreviations --	Combat, Travel and Camp Magic --	Spell Alignments --	Dangers of Magic (in work, ignore for the present)

Crimson Magic
Procedure for Casting Crimson Magic - Arcane Circle - Arcane Torch - Augmentation - Banish - Fireball - Firelblade - Firedart - Firehands - Mass Stun - Raise (Ability) -

Azure Magic
Procedure for Casting Azure Magic - Fire Scrying

Golden Magic
Procedure for Casting Golden Magic Augment Healing - Binding Oath - Bless - Blind - Consecrate Weapon - Fear - Prayer - Protection from Evil - Treat Wounds - Turn Undead - Wolf Senses

Green Magic
Arcane Armor - Arcane Cloak - Arcane Weapon - Spell Reflection (Not Yet Official)

Red Magic
Darkmist - Distraction - Fumble - Spell Breaker - Stun -

Blue Magic
Contain Evil - Herb Lore - Pierce the Veil - Stun (blue version) - Ward

Potions
Herbal Potions - Alchemical Potions

Useless Skills
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Dead Pages
Monsters and NPCs

Old School Spirit
Sage Advice - Rules vs. Rulings - Role-Play, Not Roll-Play - No Limitations

Rolling the Dice (or Not)
The Basic Mechanic: Resolving Contests with Die Rolls - Variations on the Die Roll ( Thresholds - Advantage and Disadvantage - Take-Away Dice - Slow Rolls - Magic Numbers)

Character Abilities
Attributes, General Skills and Narrow Skills - The Basic Die Pool - The Final Die Pool - Narrow-Skill Examples

Damage, Healing & Character Advancement
Damage and Recovery (Healing Roll - First Aid - Conditions Needed for Healing - Unconsciousness and Coma - System Shock, Automatic Death) - Increasing Abilities

Time
Combat Time: Rounds - Exploration Time: Turns - Travel Time: Hours or Days - Down Time and Camp Time

Movement & Encumbrance
Movement in Combat - Non-Combat Movement - Encumbrance - Encumbrance Limits for Different Actions