RandoQuest
Developed by timp
V 0.5 (beta)
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What is RandoQuest?
RandoQuest is a role playing adaptation of the game A Link to the Past Randomizer. With the help of a Game Master, or GM, a Hero will move through the game world finding items needed to beat the game. Item logic works the exact same in RandoQuest as it does in a standard seed of ALTTPR. However, all execution-based aspects of playing ALTTPR have been replaced with a combination of character stats (to simulate player skill) and dice rolls (to simulate luck and RNG).
Materials Needed
- Rules + Reference charts, below
- A spoiler log from an ALTTPR seed OR a z3rsim seed
- A set of gaming dice: d4, d6, d8, d10, d12, d20
- Digital versions can be found online for free
- A character sheet
Getting Started
To start, the Hero must fill out their character sheet. This can be done either with dice rolls or by approximating the player’s actual skills. Start by filling out your character name and sprite at the top.
Next, address each of the skills listed below. The maximum value for each of these skills is 10.
- Glitches & Tricks: General ability to perform tricks that require precise button presses
- Dark Rooms: Includes knowledge of the rooms as well as ability to maneuver around them
- Bomb Jumps: Ability to set up and successfully execute a bomb jump.
- EXECUTION: General skill governing button pressing outside of combat. This number is calculated by taking the average of the three skills under it. Calculate to 2 decimal places; round up if .50 or higher and round down if .49 or lower.
Next we’ll fill out the COMBAT portion of the Character sheet.
- Swordfighting: How good you are with a sword. Maximum value is 5.
- Item Fighting: Your abilities with the hammer, rods, and hookshot. Maximum value is 4.
- COMBAT: General skill governing effectiveness in battle. To calculate, combine your Swordfighting skill + Item Fighting skill + 1.
- Reaction Time: Your ability to avoid getting hit. Maximum value is 10. Being Swordless decreases Reaction Time by 2.
Be sure to keep your Character Sheet updated as you play. As with normal ALTTPR play, it is also recommended that you use an item and/or map tracker to keep track of progression options.
How to Play
A typical game of RandoQuest will look and sound just like a conversation amongst friends, punctuated by occasional dice rolling.
Generally, the game will progress via the GM asking the Hero questions about what they would like to do. These questions can be general or specific depending on the type of gameplay desired. For a quick run through of a seed, a GM may elect only to require Execution and Combat checks at the spots defined in the Charts glossary. For a more eventful and chaotic experience, a GM could prompt a check on every single screen.
Example – Required Skill Checks & Combat OnlyHero: I’d like to start at Sanctuary GM: Okay, you find a shield in there. 1 Check. Where do you go next? Hero: Let’s do the Eastern area. GM: I assume you beeline to Saha’s closet. Remove one bomb. In there you find 40 rupees and a sword. 3 Checks Hero: Nice! Let’s keep going to Eastern. GM: Okay, first chest is compass, next is 3 bombs, then big key. I assume you check big chest? Hero: Yup GM: That has your map. We’re up to 4 Checks now. Big chest or straight back to Armos? Hero: I want to full clear. GM: Okay, you don’t have Lantern so get ready to do a Dark Room check. |
Example – GM Added Skill Checks & CombatHero: I’d like to start at Sanctuary GM: Okay, you find a shield in there. 1 Check. Where do you go next? Hero: Let’s do the Eastern area. GM: On your way you encounter some guards and octorocks. Go ahead and give me a Reaction Time check to avoid taking damage Hero: Okay, I rolled an 8, plus my Reaction Time modifier which is a 6 gives me a total of 14. GM: Great, you manage to deftly dodge all the enemies on the way and make good time. You don’t have any bombs; do you want to try farming for some? Hero: No, let’s just go straight to Eastern Palace GM: Okay, but if and when you come back for Saha’s Closet I’m going to hit you with a 2 point penalty. So you make it into Eastern and we start with the cannonball room. Give me an Execution roll to see how you do in here. Hero: I rolled a 3, plus my Execution score is 4, so that’s a 7. GM: Dang! You end up getting nailed in the face by a cannonball. Reduce your HP by 1; no point penalties for that. |
As you continue to play, try to find the balance of how many added GM checks you’d like to include along with the required checks.
Win Condition
The win condition of RandoQuest is the same as the seed’s goal, and the Hero’s objective is to complete the goal while finishing with the fastest time attainable, which involves checking as few Item Locations as possible while also minimizing time penalties.
Keep in mind that there is no IRL timer for this game. In fact, Heroes are encouraged to take their time and talk out their decisions. The time referenced is actually generated through checking Item Locations and taking Time Penalties. For more on how your Final Time is generated, read Tabulating Final Time below.
Skill Checks
Unless otherwise stated, the Hero is free to describe what they would like to do, and the assumption is that they successfully do it. This includes moving around the overworlds, progressing through dungeons, and checking most Item Locations. Along the way, the Hero will be prompted to engage in Execution and Combat checks.
Execution
Required Execution checks are prompted by a set number of events encountered in ALTTPR games. For these required checks, stats are provided in the Tables portion of this guide.
- Dark Rooms
- Bomb Jumps
- Glitches & Tricks
- Any other test of skill called on by the GM
To take on an Execution check, first roll a d20. Then, add the skill modifier indicated by the skill check. For instance, you’ll add your Dark Rooms skill to your roll when trying to traverse a dark room. If you successfully beat the stated CR of that room with your roll plus your modifier, you complete the dark room with no penalties assessed. If you fail to exceed the Challenge Rating, a penalty will be assessed in the form of Hearts loss, a Point Penalty, inability to progress, or all three.
Combat
While making your way through the overworld or a dungeon, the GM might ask the Hero to make a Combat Check to ward off enemies. The Hero will also be asked to make Combat Checks in order to kill Bosses.
Attack Phase
Start by rolling a d20. Then add the result to either your Swordfighting score & Sword Bonus or your Item Fighting & respective Item Bonus. Report this number to the GM Below describes how your character fares during this battle.
Roll |
Fight Type |
Result |
Natural 20 | Incredible Fight | Collect item & prize. Deduct 1 point from your penalty total. |
Meet or Exceed Def / CR | Good Fight | Collect item & prize. |
Lower than Def / CR but Higher than ½ Def / CR | Close Fight | Brace for 1 Attack, minor point penalty |
Lower than ½ Def / CR But higher than Natural 1 | Rough Fight | Brace for 2 Attacks, medium point penalty |
Natural 1 | Bad Fight | Take a death, large point penalty |
Defense Phase
If exposed to an enemy attack, the enemy will roll according to its Attack stat against your Reaction Speed. If the enemy’s Attack score exceeds your Reaction Speed, you will take damage according to that enemy’s Hit Penalty score. You will also take a point penalty as designated by the chart.
If the enemy fails to beat your Reaction Speed, no damage is done, but the point penalty is still assessed.
After the enemy takes its attacks, roll to attack again until the enemy is defeated or all hearts and safeties have been depleted.
Running Away
If given the opportunity by your GM to avoid taking damage or losing time to regular enemies, you can roll a d20 + your Reaction Speed in an attempt to beat the GMs stated Challenge Rating for the encounter. An easy encounter would be a 5 (mowing down a single Popo) while a difficult one would be a 20 (a roomful of Lynels)
Equipment
In general, all items act as they would in a typical ALTTPR game in regards to unlocking progression. These are the items that also confer Execution, Combat, or other gameplay bonuses.
Item |
Stat Adjustment |
||||
Swordless | -2 to Sword bonus | ||||
Fighter’s sword | +2 to Sword bonus | ||||
Master sword | +4 to Sword bonus | ||||
Tempered sword | +8 to Sword bonus | ||||
Gold sword | +10 to Sword bonus | ||||
Hammer | +6 to Item Fighting in certain combat situations | ||||
Fire Rod | +4 to Item Fighting in certain combat situations (+6 w/ 1/2 Magic) | ||||
Ice Rod | +2 to Item Fighting in certain combat situations (+4 w/ 1/2 Magic) | ||||
Hookshot | +4 to Item Fighting in certain combat situations | ||||
Magic Cape or Cane | Increases Reaction Speed by 5 once per fight (does not stack) | ||||
1/2 Magic | Allows for double Magic Cape or Cane Usage & increases Rod power | ||||
Silvers | Reduces certain boss’s Def to 1 | ||||
Boots | Reduces time penalties by ¼ (ignore every 4th point) | ||||
Flute | Reduces time penalties by ¼ (Not valid in GT) | ||||
1st mail | Halves Heart damage | ||||
2nd mail | Quarters Heart damage |
Point Penalties
In order to incentivize speedy completion of a seed, point penalties are often imposed as a consequence of failing a check. Golf rules apply when dealing with points: the less accrued, the better. If a check is failed, add the number of Points indicated to your character sheet. These will be tallied at the end of the game to determine the Hero’s final time.
There are some activities in ALTTPR that just take time. A table of these events, as well as the amount of penalty points they accrue, can be found in the Tables section of this guide.
Tabulating Final Time
Defeating a seed is a victory in and of itself, but truly competitive ALTTPR players always challenge themselves to get the lowest time possible. To tabulate your Final Time…
- Take your final Collection Count…
- Add your total number of Penalty Points…
- Divide the sum by two.
This gives you your total number of minutes, which can be converted into a more traditional h:mm format. Note that the provided Character Sheet contains a function which automatically calculates your Final Time as you play. All you need to do is keep your ITEMS and POINTS boxes updated.
Tables
Bosses
Boss |
Def |
Attack |
Hit Penalty |
Special |
Penalty for Death |
Ball and Chain Guard | 5 | 1 + d4 | 3 HP, 1 point | OHK with Ice, Fire, or Arrows | 6 points |
Armos Knight | 8 | 2 + d4 | 4 HP, 1 point | Silvers | 4 points |
Lanmolas | 13 | 3 + d8 | 6 HP, 1 point | Fire Rod +4, Ice Rod +2 | 4 points |
Moldorm | 9 | auto | 1 HP, 2/3 points | 2 points for Close, 3 for Rough | 6 points |
Aga 1 | 5 | 1 + d4 | 2 HP | Roll d4. 1 bb = 1 point | 10 points |
Helmasaur King | 13 | 2 + d6 | 6 HP, 1 point | Silvers | 6 points |
Arrghus | 13 | 2 + d6 | 8 HP, 1 point | Add 2 point penalty if Swordless | 4 points |
Mothula | 16 | 3 + d10 | 12 HP, 1 point | No GS Bonus, Fire Rod +4 | 4 points |
Blind | 10, 15 | 1 + d6, 2 + d8 | 8 HP, 1 point
10 HP, 1 point |
Difficulty increases after 1st try | 4 points |
Kholdstare | 16 | 3 + d8 | 14 HP, 1 point | Fire Rod +4 | 6 points |
Vitreous | 18 | 2 + d12 | 16 HP, 1 point | Silvers | 8 points |
Trinexx | 20 | d12 | 16 HP, 1 point | Safety door for 1 point penalty | 8 points, 2 points |
Aga 2 | 14 | d6 | 4 HP, 1 point | 10 points | |
Ganon Phase 1, 2,3 | 22 | d12 | 20 HP, 1 point | 4 points | |
Ganon Phase 4 | 17 | d8 | 10 HP, 1 point | Silvers | 6 points |
Glitches / Tricks
Glitch / Trick |
Challenge Rating |
Failure Penalty (or if not performed) |
Repeatable? |
Diver Down | 10 | Add 2 points | Yes |
Herapot | 10 | Add 2 points | Yes |
Icebreaker | 8 | Add 1 point | Yes |
Houlihan | 10 | Add 2 points & 225 rupees | No |
Water Stuff | 12 | Add 2 points | No |
Hovering | 20 | Add 2 points | Yes |
Spooky Action | 14 | If not performed, Add 2 points | No |
Bomb Jumps
Apply Swordless penalty if applicable
Location |
Challenge Rating |
Penalty |
Repeatable? |
Spectacle Rock | 12 | Add 1 point | No |
Tower of Hera | 10 | Add 2 points | No |
SW Big Chest | 9 | Add 1 point | Yes |
IPBJ | 10 | Add 1 point | Yes |
Ice Palace Hook Room | 13 | Add 1 point | Yes |
Ice Palace Freezor Room | 10 | Add 2 points | No |
Dark Rooms
Apply Swordless penalty if applicable
Location |
Challenge Rating |
Penalty |
Repeatable? |
Mountain Pass | 3 | Add 2 points | Yes |
Dark Cross | 8, 5 with Fire Rod | Add 2 points | Yes |
EP East Wing | 4 | Add 2 points | Yes |
EP Back Room | 8, 3 with Fire Rod | Add 2 points | Yes |
Aga | 20 | Add 3 points | Yes |
Dark Maze | 10 | Add 2 points | Yes |
PoD Basement | 11, 7 with Fire Rod | Add 2 points | Yes |
Mire Basement | 12 | Add 2 points | Yes |
TR Platform Room | 9 | Add 2 points | Yes |
Ganon’s Tower Climb
Room(s) |
Skill Check |
Challenge Rating |
Pass / Fail |
Pre-gauntlet | Execution | 20 | 2 points / 3 points & 4 HP |
Gauntlet | Combat | 20 | 3 points / 4 points & 6 HP |
Lanmo 2 | Boss | Def 15, Attack d10, 6 damage | 1 point |
Between Minibosses | Execution | 20 | 2 points / 3 points & 4 HP |
Moldorm 2 | Boss | Def 9, Attack d6, 1 damage | 1 point, +1 point per failure |
Aga 2 | Boss (See Boss Chart above) | Def 14, d6, 4 + 1 point | 2 points |
Penalties
Situation |
Penalty |
Standard Start | Add 4 points. Execution check CR of 10, then add 1 point for each number lower than 10 |
Flute Activation | Add 1 point |
Lumberjack Check | Add 1 point |
Ped Check | Add 2 points |
Hera Coffee Break | Add 2 points |
Aga 1 | Add 3 points |
Misery Mire Cutscene | Add 1 point |
Opening GT | Add 1 point |
GT Tile Room | Add 2 points |
Save and Quit | Add 1 point |
Farming
Tree Pull & Crab Pull | Roll a d20. 1-4 Nothing | 5-8 Hearts | 9-12 Bombs | 13-16 Magic | 17-19 Big 20s | 20 Choose |
Prize Packs | Roll a d20. 1-4 Nothing | 5-8 Hearts | 9-12 Bombs | 13-16 Magic | 17-19 Big 20s | 20 Choose |
Farm bombs or arrows | Add 1 point per 3 bombs or 10 arrows |
Farm rupees | Add 60 rupees per 1 point. With gloves: 100 rupees per 1 point |
Visit rupee cache | Add appropriate number of rupees in room for 1 point |
Farm for life | Add 1 point per 4 hearts. Need Magic Powder or Bottle + Net |