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'''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].
'''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].


== 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 10 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 bonus) >= (opponent armor class (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 + modifier) > (d20 + modifier). 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 1d6 HP. After a short rest, 1d2 of health is restored


== 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, and start with three skill points. One XP is gained per approximate hour played.


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


At each level: +1 to skill points. There is no max level.
At each level: +1 to skill points. 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.
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
* Fighting
** skill with melee weapons (+1 AR)
** 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)
** self defense (+1 AC)
** Self defense (+1 AC)
* special ability checks
* Special ability checks
** agility
** Agility
** fitness
** Fitness
** scholarly knowledge
** Scholarly knowledge
** medicine
** Medicine
** nature, survival
** Nature, survival
** perception
** Perception
** sleight of hand
** Sleight of hand
** stealth
** Stealth


== equipment ==
== 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
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 GP)
*** one handed sword: 1d4 (10 GP)
*** One handed sword: 1d4 (10 GP)
** ranged
** Ranged
*** bow and arrow: 1d3 (10 GP) (range 20 meters; -5 AR for 11-20 meters)
*** 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)
*** Cross bow: 1d4 (30 GP) (range 20 meters; -5 AR for 11-20 meters)
* armor
* Armor
** light armor: AC +1 (3 GP)
** Light armor: AC +1 (3 GP)
** medium armor: AC +2 (30 GP)
** Medium armor: AC +2 (30 GP)
** heavy armor: AC +3 (60 GP) (-3 on stealth checks)
** Heavy armor: AC +3 (60 GP) (-3 on stealth checks)
** shield: AC +1 (2 GP)
** Shield: AC +1 (2 GP)
* survival
* Survival
** food ration (1 SP)
** Food ration (1 SP)
** a day's worth of potable water (1 SP)
** A day's worth of potable water (1 SP)
** traveling clothing (1 SP)
** Traveling clothing (1 SP)
** tent (5 GP)
** Tent (5 GP)
* medicine
* Medicine
** pack of gauze (5 SP)
** Pack of gauze (5 SP)
** distilled water (5 SP / L)
** Distilled water (5 SP / L)
** disinfectant (1 SP / mL)
** Disinfectant (1 SP / mL)
** sutures (5 SP / course)
** Sutures (5 SP / course)
** common poison antidote (2 GP)
** Common poison antidote (2 GP)
* gear
* Gear
** rope (1 SP / meter)
** Rope (1 SP / meter)
** grappling hook (1 GP)
** Grappling hook (1 GP)
** tinder box (5 SP)
** Tinder box (5 SP)


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

Revision as of 21:01, 6 July 2020

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 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 is 10 + the 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, the contest is unresolved.

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. 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

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. Characters are 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)
  • 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)