Itty-d20: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Sudoman
added categories
imported>Administrator
m 7 revisions imported
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''itty-d20''' is a role playing game with simple rules. inspiration comes from microlite rpgs and games played with d20s, but unlike some of those games, this one has no rules for magic. improvements to the game are welcome. it's released under the [https://creativecommons.org/publicdomain/zero/1.0/ Creative Commons Zero (Public Domain) license].
{{Game Infobox
|picture = [[Image:2nd_century_Roman_d20.jpg|center|thumb|200px]]
|name = itty-d20
|type = one page rpg
|playno = 4 + GM
|time = 2 - 4 hours
|year = 2020
}}
 
'''itty-d20''' is a role playing game framework with simple rules. Inspiration comes from microlite RPGs and games played with d20s, but unlike some of those games, this one has no rules for magic. Improvements to the game are welcome. It's released under the [https://creativecommons.org/publicdomain/zero/1.0/ Creative Commons Zero (Public Domain) license].


== Character creation ==
== Character creation ==


* Characters have no set classes. Players select from a list of skills as they advance
* Characters have no set classes. Players select from a list of skills as they advance.


* Race is arbitrary. No advantages are granted
* Race is arbitrary. No advantages are granted.


* Basic attributes like fitness and agility are gained through training.  Charisma and intelligence are based on the player's role playing performance and investigative skills. There is no need for extra attributes like wisdom or constitution.
* Basic attributes like fitness and agility are gained through training.  Charisma and intelligence are based on the player's role playing performance and investigative skills. There is no need for extra attributes like wisdom or constitution.


* Max HP is always 10 for all player characters
* Max HP is always 20 for all player characters.


* Armor Class (AC) is 10 + plus modifiers from armor and training
* Armor Class (AC) is 10 + plus modifiers from armor and training.


* Passive perception: 10 + perception modifier
* Passive perception is 10 + the perception modifier.


== rolling dice ==
== Rolling Dice ==


1d20 means roll one 20 sided die.
1d20 means roll one 20 sided die.


* initiative: d20 + agility modifier
* Initiative: d20 + agility modifier
* attack rolls (AR): success: (d20 + AR bonus) >= (opponent armor class (AC))
* Attack rolls (AR): success: (d20 + AR modifiers) >= (opponent AC)
** rolling a 20 on the die always succeeds, and deals normal damage
** Rolling a 20 on the die always succeeds, and deals normal damage.
* damage rolls: see weapon stats
* Damage rolls: see weapon stats
* ability check vs difficulty class (DC): (d20 + modifiers) >= (DC)
* Ability check vs difficulty class (DC): (d20 + modifiers) >= (DC)
* contests: (d20 + modifier) > (d20 + modifier). when both roll the same total, very little changes in the contest
* Contests: (d20 + modifiers) > (d20 + modifiers). When both roll the same total, the contest is unresolved.


== combat ==
== Combat ==


players should inform the game master (GM) where they want to be relative to other players and non-player characters (NPCs)
Players should inform the game master (GM) where they want to be relative to other players and non-player characters (NPCs).


Do one of the following on your round (lasts about 6 seconds):
Do one of the following on your round (lasts about 6 seconds):


* move up to 5 meters (about 15 feet), and
* Move up to 5 meters (about 15 feet), and
** melee attack
** Melee attack
** ranged attack
** Ranged attack
** non-combat action
** Non-combat action
* move up to 10 meters
* Move up to 10 meters
* run up to 20 meters, opening up to attacks of opportunity
* Run up to 20 meters, opening up to attacks of opportunity


== coma / death ==
== Coma / Death ==


if a player reaches 0 HP, they enter a coma. If they lose 3 more HP beyond that, they die.
If a player reaches 0 HP, they enter a coma. If they lose 3 more HP beyond that, they die.


== rest ==
== Rest ==


a long rest is 8 hours, uninterrupted. a short rest is 1 hour. max 1 long rest and 2 short rests per day.
A long rest is 8 hours, uninterrupted. A short rest is 1 hour. The max rest is 1 long rest, and 2 short rests per day.


after a long rest, all regain 1d6 HP. after a short rest, 1d2 of health is restored
After a long rest, all regain 1d8 HP. After a short rest, 1d4 of health is restored. Before rolling, use of a medicinal kit during a rest period increases HP by an additional 3 points.


== advancement ==
== Advancement ==


Players start at level zero, and start with three skill points. One XP is gained per approximate hour played.
Players start at level zero. One experience point (XP) is gained per approximate hour played.


* XP -> levels
* XP -> levels
** level 1: 2 XP
** Level 1: 1 XP
** level 2: 5 XP
** Level 2: 3 XP
** level 3: 9 XP
** Level 3: 6 XP
** level 4: 14 XP
** Level 4: 10 XP
** level 5: 20 XP
** Level 5: 15 XP
** level n: (level n-1 XP) + 1 + n
** Level n: (level n-1 XP) + n


At each level: +1 to skill points. There is no max level.
XP is cumulative, so it doesn't reset after each level. There is no max level.


== training ==
== Training ==


The first skill level of most skills costs 1 skill point (SP), level 2: 2 SP, level 3: 3 SP. All skills max out at 3 points, unless otherwise specified.
Players start with two skill points, and gain one per level.


* fighting
Skills cost 1 skill point per level, and have no max level, unless otherwise noted.
** skill with melee weapons (+1 AR)
** skill with ranged weapons (+1 AR)
** second attack (second attack has a -5 AR) (may only be used with weapon classes for which there is a skill level of at least 2) (max: 1) (cost: 3 SP)
** self defense (+1 AC)
* special ability checks
** agility
** fitness
** scholarly knowledge
** medicine
** nature, survival
** perception
** sleight of hand
** stealth


== equipment ==
* Fighting
** Skill with melee weapons (+1 AR)
** Skill with ranged weapons (+1 AR)
** Second attack (-5 AR modifier on second attack) (May only be used with weapon classes for which there is a skill level of at least 5) (cost: 2 skill points) (max: 1 level)
** Self defense (+1 AC)
* Special ability checks
** Agility
** Fitness
** Scholarly knowledge
** Medicine
** Nature, survival
** Perception
** Sleight of hand
** Stealth
 
== Equipment ==


100 copper = 10 silver = 1 gold
100 copper = 10 silver = 1 gold


max carrying weight: 50 + fitness * 10 Kg. burdened when carrying over 25 + fitness * 5 Kg
The GM determines characters' starting wealth.
 
Max carrying weight: 50 + fitness * 10 Kg. Characters are burdened when carrying over 25 + fitness * 5 Kg.


* weapons
* Weapons
** melee
** Melee
*** unarmed: 1
*** Unarmed: 1
*** dagger: 1d3 (2 GP)
*** Dagger: 1d3 (2 gold)
*** one handed sword: 1d4 (10 GP)
*** One handed axe: 1d4 (4 gold)
** ranged
*** One handed sword: 1d6 (10 gold)
*** bow and arrow: 1d3 (10 GP) (range 20 meters; -5 AR for 11-20 meters)
** Ranged
*** cross bow: 1d4 (30 GP) (range 20 meters; -5 AR for 11-20 meters)
*** Bow and arrow: 1d3 (10 gold) (range 20 meters; -5 AR for 11-20 meters)
* armor
*** Cross bow: 1d4 (30 gold) (range 20 meters; -5 AR for 11-20 meters)
** light armor: AC +1 (3 GP)
* Armor
** medium armor: AC +2 (30 GP)
** Light armor: AC +1 (3 gold)
** heavy armor: AC +3 (60 GP) (-3 on stealth checks)
** Medium armor: AC +2 (30 gold)
** shield: AC +1 (2 GP)
** Heavy armor: AC +3 (60 gold) (-3 on stealth checks)
* survival
** Shield: AC +1 (2 gold)
** food ration (1 SP)
* Survival
** a day's worth of potable water (1 SP)
** Food ration (1 silver)
** traveling clothing (1 SP)
** A day's worth of potable water (1 silver)
** tent (5 GP)
** Traveling clothing (1 silver)
* medicine
** Tent (5 gold)
** pack of gauze (5 SP)
* Medicine
** distilled water (5 SP / L)
** Medicinal kit (5 silver)
** disinfectant (1 SP / mL)
* Gear
** sutures (5 SP / course)
** Rope (1 silver / meter)
** common poison antidote (2 GP)
** Grappling hook (1 gold)
* gear
** Tinder box (5 silver)
** rope (1 SP / meter)
** grappling hook (1 GP)
** tinder box (5 SP)


[[Category:One-page Games]]
[[Category:One-page Games]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]

Latest revision as of 16:01, 21 June 2023

itty-d20
one page rpg
No. of Players 4 + GM
Session Time 2 - 4 hours
First Publication 2020


itty-d20 is a role playing game framework with simple rules. Inspiration comes from microlite RPGs and games played with d20s, but unlike some of those games, this one has no rules for magic. Improvements to the game are welcome. It's released under the Creative Commons Zero (Public Domain) license.

Character creation[edit | edit source]

  • Characters have no set classes. Players select from a list of skills as they advance.
  • Race is arbitrary. No advantages are granted.
  • Basic attributes like fitness and agility are gained through training. Charisma and intelligence are based on the player's role playing performance and investigative skills. There is no need for extra attributes like wisdom or constitution.
  • Max HP is always 20 for all player characters.
  • Armor Class (AC) is 10 + plus modifiers from armor and training.
  • Passive perception is 10 + the perception modifier.

Rolling Dice[edit | edit source]

1d20 means roll one 20 sided die.

  • Initiative: d20 + agility modifier
  • Attack rolls (AR): success: (d20 + AR modifiers) >= (opponent AC)
    • Rolling a 20 on the die always succeeds, and deals normal damage.
  • Damage rolls: see weapon stats
  • Ability check vs difficulty class (DC): (d20 + modifiers) >= (DC)
  • Contests: (d20 + modifiers) > (d20 + modifiers). When both roll the same total, the contest is unresolved.

Combat[edit | edit source]

Players should inform the game master (GM) where they want to be relative to other players and non-player characters (NPCs).

Do one of the following on your round (lasts about 6 seconds):

  • Move up to 5 meters (about 15 feet), and
    • Melee attack
    • Ranged attack
    • Non-combat action
  • Move up to 10 meters
  • Run up to 20 meters, opening up to attacks of opportunity

Coma / Death[edit | edit source]

If a player reaches 0 HP, they enter a coma. If they lose 3 more HP beyond that, they die.

Rest[edit | edit source]

A long rest is 8 hours, uninterrupted. A short rest is 1 hour. The max rest is 1 long rest, and 2 short rests per day.

After a long rest, all regain 1d8 HP. After a short rest, 1d4 of health is restored. Before rolling, use of a medicinal kit during a rest period increases HP by an additional 3 points.

Advancement[edit | edit source]

Players start at level zero. One experience point (XP) is gained per approximate hour played.

  • XP -> levels
    • Level 1: 1 XP
    • Level 2: 3 XP
    • Level 3: 6 XP
    • Level 4: 10 XP
    • Level 5: 15 XP
    • Level n: (level n-1 XP) + n

XP is cumulative, so it doesn't reset after each level. There is no max level.

Training[edit | edit source]

Players start with two skill points, and gain one per level.

Skills cost 1 skill point per level, and have no max level, unless otherwise noted.

  • Fighting
    • Skill with melee weapons (+1 AR)
    • Skill with ranged weapons (+1 AR)
    • Second attack (-5 AR modifier on second attack) (May only be used with weapon classes for which there is a skill level of at least 5) (cost: 2 skill points) (max: 1 level)
    • Self defense (+1 AC)
  • Special ability checks
    • Agility
    • Fitness
    • Scholarly knowledge
    • Medicine
    • Nature, survival
    • Perception
    • Sleight of hand
    • Stealth

Equipment[edit | edit source]

100 copper = 10 silver = 1 gold

The GM determines characters' starting wealth.

Max carrying weight: 50 + fitness * 10 Kg. Characters are burdened when carrying over 25 + fitness * 5 Kg.

  • Weapons
    • Melee
      • Unarmed: 1
      • Dagger: 1d3 (2 gold)
      • One handed axe: 1d4 (4 gold)
      • One handed sword: 1d6 (10 gold)
    • Ranged
      • Bow and arrow: 1d3 (10 gold) (range 20 meters; -5 AR for 11-20 meters)
      • Cross bow: 1d4 (30 gold) (range 20 meters; -5 AR for 11-20 meters)
  • Armor
    • Light armor: AC +1 (3 gold)
    • Medium armor: AC +2 (30 gold)
    • Heavy armor: AC +3 (60 gold) (-3 on stealth checks)
    • Shield: AC +1 (2 gold)
  • Survival
    • Food ration (1 silver)
    • A day's worth of potable water (1 silver)
    • Traveling clothing (1 silver)
    • Tent (5 gold)
  • Medicine
    • Medicinal kit (5 silver)
  • Gear
    • Rope (1 silver / meter)
    • Grappling hook (1 gold)
    • Tinder box (5 silver)