Like so many other grognards, I make house rules for almost every game I play. This has been applied to ludicrous levels with the solo-RPG "D100 Dungeon". What I've been playing bears less and less resemblance to the rules as written these days, so I though I would write them down into my own rulebook. Below are the first three pages, which is as far as I've gotten. It will end up being much, much longer, as I have been picking up mechanisms and tables from all over. (Check out "Welcome to the Deathtrap", "Bastionland", "Goblin Punch", Knave, and Maze Rats for good examples.)
Anyway, here is what I have so far. It's intended for solo-play dungeoneering, but could easily be expanded to general role play. Please tell me what you think.
Bash &
Slash
A role playing game system by me ( Alpha 0.1, MAR 2021)
Definitions
Skill Test (lower = better): Roll a d20, and you succeed if the result is
less than or equal to an Attribute
plus an optional Boost. A roll of 20 (19 or 20 for a disfavored
Attribute) is a critical failure, and your character loses one point of Stamina.
Boost Test (lower = better): Roll a d6, and you succeed if the result is
less than or equal to the value of the Boost.
A roll of 6 always fails.
Opposed Test (high under): A skill test against an active opponent. Both sides roll a skill test, and the higher successful result wins. In case of a tie, both sides succeed.
Effort (higher = better): Roll one (or more) dice and take the
result. This is mostly used for damage
rolls, but also for some tasks that will take extended effort to accomplish.
Advantage (ADV): Roll an extra die, and discard the worst result. May be abbreviated as an “A” following a die
roll type, as in “d6A”.
Disadvantage (DIS): Roll an extra die, and discard the best result. May be abbreviated as a “D” following a die
roll type, as in “d20D”.
Advantage
and Disadvantage cancel each other on a one-for-one basis. Advantages and Disadvantages stack, to a
limit of two. Double advantage (2ADV) means roll two extra dice, and
discard the worst two. Double disadvantage
(2DIS) means roll two extra dice,
and discard the best two. Examples: d20A:
Roll two twenty-sided dice and keep the best. d6DD:
Roll three six-sided dice and keep only the worst. 3d6A:
Roll four six-sided dice, discard the lowest, and add the higher three
together.
Middling (MID): Roll three dice and
discard the highest and lowest. May be
abbreviated as an “M” following a die roll type, as in “d6M”.
d6: A six-sided die.
d3:
A six sided die, with the result halved.
When halving a number, always round up.
d20:
A twenty-sided die.
d66: Roll a d6 twice to select from
36 possible outcomes, labeled 11 through 66.
d100: Roll a d20 twice, ignoring the tens digits,
to select from 100 possible outcomes, labeled 00 through 99. Or roll two different d10 dice. Or a d20 and a d10. Or an actual d100 die.
2d6:
Roll two six-sided dice and add the results together, to get a result
between 2 and 12.
A Scene is a full encounter. It includes local exploration, dealing with
traps, fighting monsters, picking locks, gathering treasure, etc. In general, one room in a dungeon is a single
scene.
Character
Creation
The
five Attributes your character has are:
Agility
(AGL): Melee combat, dodging, and acrobatics.
Brawn (BRN): Lifting, carrying,
brawling, intimidating, and taking damage.
Cunning (CNG): Magic, shooting,
healing, and crafting.
Deviousness (DEV): Manipulating,
sneaking, and noticing.
Endurance (END): Stamina and
enduring hardships.
Attributes
can never rise above 20. Attributes may
be temporarily reduced. If any attribute
is reduced to zero, the character dies.
Whenever an attribute is reduced to 5 or less, test it with a d6. If the test fails (the result is higher than
the attribute), the character passes out for d6 hours, or until the attributed
is healed to six or better, and that attribute is permanently reduced by
one. Pick two attributes to favor.
They have a value of 10. Mark them with a “+”. Pick one attribute to disfavor. It has a value of 8. Mark it with a “-“. The other two attributes have a value of 9.
Stamina: How much physical effort your character can
perform without becoming exhausted. Your
character’s base Stamina is equal to your Endurance
plus Fortitude (a boost). [For more epic adventuring, add half your Brawn.]
Sweat: Hard work (like melee combat) is exhausting. Sweat is used in place of traditional “hit
points” to avoid deadly damage, to power spells, and enable mighty feats of
daring. Sweat recovers quickly,
returning to zero at the end of each
scene. When sweat equals Stamina, reduce your Stamina by one,
and any additional sweat is applied randomly to your Attributes as damage.
Roll: 1 2-3 4 5 6
Attribute: AGL BRN CNG DEV END
Rest: Your character can go Stamina hours without rest or food.
If you do not stop to eat and rest for an hour after that many hours, you
are exhausted and gain one burden each additional hour you go without rest. (Attempting to rest after fewer than half
that many hours has no effect.) When
your character takes an hour to rest and eat, Sweat is reduced to zero and all Stamina is restored. For each
reduced Boost, roll a d6. On a 4-6, you regain one point. You may also make a healing test to recover
one point to a single reduced Attribute. Note that resting characters tend to attract
wandering monsters.
Burden: How wearying your character’s existence has become. Carrying a heavy load, wearing armor, illness,
adventuring too long without rest, or being cursed all add to your burden. At the beginning
of each scene, increase your sweat by your burden.
Carry Capacity (CC) in stones is Brawn
plus Strong (a boost). [For more epic adventuring, add half your Endurance.] If you carry too much, your Burden increases
and you may suffer disadvantage on all skill tests. You cannot carry more than 10 stone more than
your capacity.
Load: ≤ CC ≤
CC+3 ≤ CC+6 ≤ CC+8 ≤ CC+10
Burden: 0 1 3 6
+ DIS 10 + 2DIS
Boosts: Your character can learn tricks to improve
their performance at various tasks. Boosts
are associated with specific Attributes.
Boosts are used passively to
increase an Attribute during skill tests.
Active use of a Boost reduces
it by one point (after the use), but can accomplish much more, depending on the
nature of the Boost. Boosts with a value
of 0 cannot be used actively. Active uses
only effect actions directly involving that boost, unless otherwise stated.
v Agility
Ø Fight: Use when engaged in melee combat. Active uses:
§ Reroll the skill test,
keeping the better result
§ Add its value to a die
roll you have succeeded at. This can help you win an opposed test by
having a higher final result than your opponent.
§ Add its value to melee damage
you inflict.
Ø Dodge: Use when avoiding
dangerous flying objects. When fighting
defensively, add Dodge to Fight, but you cannot deal damage to your opponent. Also useful for avoiding certain traps. Active uses:
§ Reroll the skill test,
keeping the better result.
§ Add its value to a die
roll you have succeeded at. This can help you win an opposed test by
having a higher final result than your opponent.
§ Subtract its value from non-magic
damage you receive (to a minimum of 0).
Ø Acrobatics: Use creatively to
climb, jump, swing, or generally move over, under, around, past, through, or
away from obstacles and threats. Active
uses:
§ Reroll the skill test,
keeping the better result.
§ Add its value to a die
roll you have succeeded at. This can help you win an opposed test by
having a higher final result than your opponent.
§ Grant a swashbuckling Advantage
to any Agility based test you have
not yet rolled.
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