Day Two Patch

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The House Rules v0.3.1

A PDF of these rules is also available!

Changelog

  • Swapped core skill system and attributes to use d6 + (stat die).
  • Introduced resource dice for tracking item uses.

Introduction

A set of rules that I’m going to use for this coming !D&D adventure. This is hacked together from a lot of things: a healthy dose of Ryuutama, Into the Odd, GLOG, and a little bit of Apocalypse World. This is the first set that I’ve published online, but rest assured that the others existed.

I ran this system with a couple of friends doing some old-school dungeon-crawling, and it was pretty fun. The combat felt very fast-paced, though I kept forgetting that creatures I controlled also had to deal with the downed state—I just had them die at 0 HP. Anyways. This is what I have right now; it will inevitably be changed again.

Character Genesis

  1. Roll 4d4 each for STR, DEX, CHA.
  2. Roll 1d6 for HP, which represents ability to avoid harm.
  3. Pick your Class. This determines your starting special abilities and some of your equipment. Choose or roll for one starting Skill.
  4. State your Reason. Why are you on your journey? Try to sum it up in one word that completes that statement “For…” (e.g. For wonder, For closure, For vengeance, For answers).
  5. Choose your Name and Origin.

Playing the Game

Tests. When an outcome is in doubt, make a test. Roll d6 + SKILL when making a test. If you do not have a relevant skill, add a d4 instead. On a 7-9, you succeed at a cost. On a 10+, you succeed handily. Tests serve as a replacement for both the traditional skill checks and saving throws of D&D.

d6 + SKILLResult
2-6Failure
7-9Success with a cost
10+Success

Turns. In combat, individuals plan what they will do each turn. They then roll a die according to the table. They keep that die face up. The GM counts up from 1. Individuals act when their number is called. If an effect or ability would grant a bonus or penalty to initiative, adjust the die size by 1 step (e.g. d6 to d4, or d6 to d8).

ActionInitiative Die
Weapon AttackWeapon’s base damage die
Unarmed Attackd4
Cast a Spelld8
Any other action (dash, swap items)d8
Multiple Actions, Bonus ActionsLargest die of actions you plan to take

Attacking. Roll the damage die for your chosen weapon. The target takes that much damage.

Armor. Armor reduces damage by its value. Light armor reduces damage by 1, medium armor reduces damage by 2, and heavy armor reduces damage by 3. Armor takes up 1 slot per point, unless otherwise noted. Heavy armor is always bulky.

Damage. When an individual takes damage, they lose that much HP. Any additional damage carries over and reduces STR. When taking damage beyond HP, roll a STR save vs. being downed.

Downed. A character that is downed is practically helpless. They can only crawl until tended to by an ally and have a rest. They die of their injuries if left unattended for an hour.

Resting. A few minutes of rest and a drink restores a character’s HP, but risks wandering encounters and uses time.

Deprivation. A creature deprived of a crucial need, such as food or water, cannot benefit from rest.

Restoration. A night of good rest and care heals damage to ability scores and other damage beyond HP.

Magic. To cast a spell, expend all your HP OR spend 1 CHA.

Encumbrance. Characters can carry 10 slots of items without worry, and no more than two bulky items. Carrying gear beyond this makes you encumbered. While encumbered, your HP is zero.

Resources. Instead of tracking individual resources, use resource dice. When a resource (food, water, light, etc.) is used, roll the resource die. On a 1-2, reduce the size of the resource die by one step. Typically resources are a d6 or d8. Only rare and weird resources, such as an ancient wand, should use a d12.

Appendix N