Dungeon

 

Rules

Page history last edited by Tommi Brander 1 yr ago

Herein are the canonical rules. And optional rules. Character creation is another page entirely. It also has spells and traits and whatnot.

 

Rolling dice

Magic or might roll means taking any die with no more sides than the relevant attribute and rolling it. Higher is better. Any and all modifiers apply to the die rolled, not the actual result, unless otherwise specifically mentioned.

 

Adventurous activities

In which several activities that adventurers typically engage in are detailed.

 

Combat

All involved characters either fight or do something else. Something else: Drawing a weapon without quick draw trait, sneaking, using magic, swooning, drinking a potion, sleeping, waking up, climbing.

 

Fighting characters are in either in melee or range. If opponent is close, they are in melee. Melee weapons can only be used at melee, ranged weapons only at range, thrown weapons at both but must be discarded/are destroyed/get stuck after use. Fighting without suitable weapon is at -2 might (minimum 1). Improvised weapons are not suitable.

 

All sides select one goal (and one extra for each tactician). Examples: Close in on archers, keep our archers safe, keep our mage safe, stop their mage from doing magic, retreat, keep them engaged.

 

All fighting characters roll their (adjusted) might die. In case of draw, every character that could reasonably be hurt takes one damage and no goals are achieved. In case one side wins, they get to inflict damage equal to the difference in results upon losers. The losers distribute the damage, with monsters and NPCs dying one by one and players having free reign on damage division. Any character with no armour takes one extra point of damage if taking any damage.

 

The winners also achieve one goal (per point of damage), if any were set.

 

Any character at zero or fewer hp is unconscious.

 

Repeat as necessary.

 

Healing

Any character reduced to zero hit points by sudden damage (as opposed to poison or disease or slow torture) is bleeding to death; any character reduced below zero hit points is also dying. The bleeding can be stopped by any character with the first aid trait (or by any character if at 0 hp). The character doing first aid rolls magic or half might, whichever is greater; if the result exceeds or equals negative hit point total, the target is no longer bleeding to death. Untended characters that are bleeding lose 1 hit point a turn. They die permanently when they have more negative hit points than might and magic.

 

Characters with the trait healer can take care of number of patients equal to their healer trait's value. Characters in calm setting that are taken care of heal one hp per day of rest. Conscious they become at positive hit points.

 

Chasing

All sides roll the lowest might on their side. If it is draw, roll the next lowest and so on. If chasers wins they can initiate combat; if escapees win, they get away. In mazes and similar settings there is an option to roll highest magic divided by 2 in place of lowest might.

 

Stealth

A character is not detected, barring traits, if and only if that character is hidden from view and other senses and is not searched for. A character with the alertness trait always counts as searching against opponents with lesser value in their stealth trait. Equal stealth and alertness cancel each other. Greater stealth means that the character can stay visible as long as every opponent is suitably distracted.

 

Magic

Almost all combat spells take full round to cast: Start at the start of turn, end after the fighting has been resolved. Different kinds of mages do their spellcasting in different ways. For actual spells, see character creation.

 

Adding a new spell or recipe to spell book takes 50/magic roll days, multiplied by the spell's level. All magic rolls are done with magic.

 

Wizards

Wizard can prepare one spell per day per point in wizardry (or n points for a spell of nth level). Preparing a spell takes one hour per spell level. Sleep is needed before spells can be re-prepared after casting. Spellbook is required for preparation of spells.

 

Wizards need loud vocals or distinctive gestures for their spells, generally. Some spells require material components.

 

Sorcery

Sorcerers use magic natural to themselves and hence can do it at will. Most sorcery is inherently dangerous in some way.

 

Economy

One gold piece is worth 5d20 silver pieces. One silver piece is worth 3d6 copper pieces.

 

 

Experience

At the start of session players can set up to three goals for their characters. GM can accept or deny them based on plausibility and importance. GM may set up to three goals. Reaching any goal gives all directly involved characters 1 experience.

 

Any character that adventures for, acquires and uses a gold piece gets one experience.

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