Itty-d20: Difference between revisions
1d4chan>Sudoman first version of the game |
1d4chan>Sudoman m spelling corrections |
||
Line 33: | Line 33: | ||
* move up to 5 meters (about 15 feet), and | * move up to 5 meters (about 15 feet), and | ||
** | ** melee attack | ||
** ranged attack | ** ranged attack | ||
** non-combat action | ** non-combat action | ||
Line 68: | Line 68: | ||
* fighting | * fighting | ||
** skill with | ** skill with melee weapons (+1 AR) | ||
** skill with ranged 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) | ** 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) | ||
Line 89: | Line 89: | ||
* weapons | * weapons | ||
** | ** melee | ||
*** unarmed: 1 | *** unarmed: 1 | ||
*** dagger: 1d3 (2 GP) | *** dagger: 1d3 (2 GP) |
Revision as of 01:20, 3 April 2020
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 Creative Commons Zero (Public Domain) license.
Character creation
- 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 10 for all player characters
- Armor Class (AC) is 10 + plus modifiers from armor and training
- Passive perception: 10 + perception modifier
rolling dice
1d20 means roll one 20 sided die.
- initiative: d20 + agility modifier
- attack rolls (AR): success: (d20 + AR bonus) >= (opponent armor class (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 + modifier) > (d20 + modifier). when both roll the same total, very little changes in the contest
combat
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
if a player reaches 0 HP, they enter a coma. If they lose 3 more HP beyond that, they die.
rest
a long rest is 8 hours, uninterrupted. a short rest is 1 hour. max 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
advancement
Players start at level zero, and start with three skill points. One XP is gained per approximate hour played.
- XP -> levels
- level 1: 2 XP
- level 2: 5 XP
- level 3: 9 XP
- level 4: 14 XP
- level 5: 20 XP
- level n: (level n-1 XP) + 1 + n
At each level: +1 to skill points. There is no max level.
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.
- fighting
- 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
100 copper = 10 silver = 1 gold
max carrying weight: 50 + fitness * 10 Kg. burdened when carrying over 25 + fitness * 5 Kg
- weapons
- melee
- unarmed: 1
- dagger: 1d3 (2 GP)
- one handed sword: 1d4 (10 GP)
- ranged
- bow and arrow: 1d3 (10 GP) (range 20 meters; -5 AR for 11-20 meters)
- cross bow: 1d4 (30 GP) (range 20 meters; -5 AR for 11-20 meters)
- melee
- armor
- light armor: AC +1 (3 GP)
- medium armor: AC +2 (30 GP)
- heavy armor: AC +3 (60 GP) (-3 on stealth checks)
- shield: AC +1 (2 GP)
- survival
- food ration (1 SP)
- a day's worth of potable water (1 SP)
- traveling clothing (1 SP)
- tent (5 GP)
- medicine
- pack of gauze (5 SP)
- distilled water (5 SP / L)
- disinfectant (1 SP / mL)
- sutures (5 SP / course)
- common poison antidote (2 GP)
- gear
- rope (1 SP / meter)
- grappling hook (1 GP)
- tinder box (5 SP)