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An ultra light-weight TTRPG system. Less rules, more fun. Examples below give a medieval fantasy flavor, but you'll find that making DDD work for any type of setting is easy.
Stats
There are 3 stats: Magic, Slic and Combic.
Stat
What
Magic
Anything related to magic and spells and stuff
Slic
Anything related to sneaking, hiding, deception, perception, social, acting, acrobatics etc
Combic
Anything related to physical combat
Create a character
A player character (PC) starts out with 20 experience points (XP). These points are divided freely between the three stats. Depending on how these are split, you get a different "class" or "archetype". Mix however you like, or go with one of these examples:
Stat
Barbaris
Trickster
Hypnoticos
Pistolero
Wizard
Joe
Magic
0
2
10
3
15
6
Slic
5
14
7
6
2
7
Combic
15
4
3
11
3
7
Race
Want to play an elf? Sure you do! Here's how races work. Check the table below, add/subtract stats and gain the abilities listed. See below for more abilities.
Race
Stat +
Stat -
Abilities
Centaur
+2 combat
-2 sly
Large, fast
Dwarf
+2 combat
-2 magic
Slow, tough
Elf
+2 magic
-2 combat
Nightvision
Gnome
+2 magic
-2 combat
Small
Goblin
+2 sly
-2 magic
Small, goldnose, ugly
Grootish
+2 combat
-2 magic
Hardy
Halfling
+2 sly
-2 combat
Small
Human
+1 any
-1 any
Lucky
Orc
+2 combat
-2 magic
Tough
Robot
+2 combat
-2 sly
Iron health
Experience
Each game session, all PCs present gain one point of XP at session start, and another point of XP at the end of the session.
Hit Points (HP)
HP = XP * 5. Your HP equals the number of XP a character has gained, multiplied by 5. E.g. 20 XP would result in a character with 100 HP.
Defense
Defense reduces the amount of damage received. E.g. you have 5 defense and a troll hits you for 23 damage: 23 - 5 = 18 damage taken. A PC has 0 defense, but can armor up to improve:
Gear
Bonus
Leather armor
1
Chain mail
4
Plate mail
8
Small* shield
1
Medium* shield
2
Large* shield
4
relative to body size
Movement
A character can move 5. Five what? Exactly. If you want to use a battlemap for tactical combat, move represents the number of squares a PC can move per round. If you really need to translate that number to meters, multiply move value by 3 to get meters.
Doing stuff
When it's your turn you can do one thing, e.g. move, attack, cast a spell, hide behind a bush, etc. Declare what the PC wants to do. The GM decalares what the Difficulty is (see table below for guidance). You roll a d20 and add the appropriate stat value (Magic, Slic or Combic). If the total is equal or higher to the difficulty, it's a success. If you roll 20, it's an extraordinary success.
Description
Difficulty
Walk in the park
5
Trivial
8
Easy
10
Doable
12
A bit tricky
15
Rather tricky
20
Difficult
15
Very difficult
35
Nearly impossible
40
Impossible
50
Combat
Declare who/what you want to attack. The GM decalares what the Difficulty is (see the Doing stuff table). As a default, hitting somebody is "A bit tricky". You roll a d20 and add your Combic value and your weapon bonus. If the total is below the difficulty, you miss. If it's greater or equal, the total number is also the damage you deal to your enemy.
Weapon
Bonus
Special
Dagger/knife
1
1h
Club/bat
1
1h
Shortsword
3
1h
Longsword
6
1h
Shield bash
2
1h
Hand axe
4
1h
Hammertime
5
1h
Battle axe
6
1h
Greataxe
8
2h
Greatsword
8
2h
Maul
7
2h
Spear
5
2h
Flintlock pistol
3
1h, range 50
Shortbow
2
2h, range 100
Longbow
4
2h, range 300
Crossbow
5
2h, range 150
Abilities
You get abilities from your race (see above), or buy them for XP (WIP, more to come on this). Abilities stack, apply instances cumulatively, e.g. Hardy 3 bestows +15 defense.
Ability
Effect
Alert
+10 perception
Bouncy
+10 jump
Crit attack
Attacks bypass target defense
Extra attack
+1 number of attacks each round
Fast
+2 move
Goldnose
Can sniff out gold within 30 meters
Hardy
+5 defense
Healer
Can heal a number of HP equal to your own XP
Hidey
+10 hide
Iron belly
Ignore most poison
Iron health
Ignore most diseases
Iron fist
+4 when attacking without a weapon
Just ate
You are nourished as if you just ate a nice meal
Large
+1 move, +4 when attacked
Lucky
1/day reroll a d20 if you're unhappy with the result. You must take the second roll.
Nightvision
Can see in the dark
Slow
-2 move
Small
-1 move, -4 when attacked
Tough
HP = XP * 6 (instead of * 5)
Ugly
-10 on social interactions
Magic/spells
Works the same way as Doing stuff. Declare what you want to do --> GM declares difficulty -> Roll d20 and add Magic stat --> resolve what happens depending on success or failure.
Magic items
There are naturally magic items! Here are some examples:
Item
Effect
Magic sword
+3 combic when wielded, 1/encounter gain the Crit attack abilty
Enchanted pistol
+3 combic, on hit pushes target backwards
Magic shield
+3 defense when wielded
Magic wand
+3 magic when wielded
Magic garb
+3 defense when worn, can apply to armor or clothes
Ring of Protection
You gain the Hardy ability
Ring of Jumping
You gain the Bouncy 2 ability (i.e. +20 jump)
Amulett of Fire
All attacks (spells or combat) deal 5 extra fire damage which bypasses defense
Flying carpet
Flies at a speed of 10 with up to 400 kg load. Can move vertically, controlled mentally by the owner
Bag of Holding
A magic bag which can hold up to 1000 kg or up to 1000 liters of content. Content must fit into an opening of 50 cm
Nightvision goggles
You gain the Nightvision ability, but can only see shades of gray
Monsters
Some monster examples to get you started
Goblin
Stat
Effect
Magic
0
Slic
10
Combic
5
HP
30
Defense
5
Move
3
Special
Hidey. Goblins are cowards unless they outnumber their enemies at least 2:1
Goblin shaman
Stat
Effect
Magic
10
Slic
8
Combic
1
HP
50
Defense
3
Move
3
Special
Hidey. Goblins are cowards unless they outnumber their enemies at least 2:1
Troll
Stat
Effect
Magic
0
Slic
2
Combic
30
HP
400
Defense
15
Move
7
Special
Large. Alert. Turned permanently to stone by sunlight.
Black dragon
Stat
Effect
Magic
10
Slic
10
Combic
30
HP
600
Defense
30
Move
5, flying 15
Special
Large 2. Goldnose 5. Special attack: Acid breath, 10m cone
Diaper demon
Stat
Effect
Magic
7
Slic
8
Combic
23
HP
250
Defense
10
Move
9
Special
Large. Special attack: Fling blotches of poo which poisons all creatures in a 10m diameter circle.
Rust Monster
Stat
Effect
Magic
1
Slic
10
Combic
5
HP
80
Defense
5
Move
5
Special
Metal Detection (senses metal within 20 meters), Antennae Touch (disintegrates metal)
Mimic
Stat
Effect
Magic
5
Slic
15
Combic
10
HP
120
Defense
5
Move
3
Special
Shapechange (assume form of any inanimate object)
Minotaur
Stat
Effect
Magic
0
Slic
5
Combic
20
HP
180
Defense
10
Move
6
Special
Charge (if able to move 5 in a straight line, double move and attack with bonus +5)