A fast-paced, quick-to-learn game for playing as an archetypal fantasy adventurer. Grab some 6-sided dice - and some index cards, if you're feeling fancy - and get started!
A fast-paced, quick-to-learn game for playing as an archetypal fantasy adventurer. Grab some 6-sided dice - and some index cards, if you're feeling fancy - and get started!
Whenever you do something, and there's a chance you might fail, you roll a six-sided die (1d6) to see if you succeed or not. You must meet or beat the action's difficulty to succeed, otherwise you fail. The harder the action, the higher the difficulty - something easy might need a 3 or higher, something hard might need a 5 or higher.
Sometimes you will roll more than one die for an action. This might be because something gives you "+1 die" to an action, or because an action gets to roll multiple dice - something that rolls two 6-sided dice is listed as "2d6", three dice is "3d6", and so on.
When you roll more than one die for anything, you keep the result of one die and ignore the rest. That result is then what you rolled for the action.
Sometimes a rule will tell you to roll fewer dice for an action. No matter what, you always roll at least one die.
If something makes you re-roll a die, you keep the new result (yes, even if it’s lower).
If something makes you do multiple actions at once (like 'make an attack against two enemies'), roll for each of them separately.
Sometimes you will roll a 'd3' - a three-sided die. This can be done by rolling a d6 and halving the result, rounded up: 1-2 is a 1, 3-4 is a 2, and 5-6 is a 3. Other methods are fine as well, as long as your Game Master (GM) is okay with it.
Each character has some base statistics in common that represent their basic capabilities. Not all characters will have all of these. Each class has different stats, and specializations will change them as well.
Health and Mana are resources. Your class will list how much your maximums are for each, you will lose and/or spend them as an adventure goes on, and usually after each fight you will restore them to their maximums. When you take damage you lose that much Health, and abilities will sometimes require you to spend Mana (or Health) to use them, although you cannot spend more of either than you currently have.
If an effect reduces your maximum Health or Mana below your current amount, reduce your current amount to match the new maximum.
Your Armor is how hard you are to hit with attacks, and the difficulty they have to meet in order to hit you. No effect can make your Armor lower than 2 or higher than 6.
Your Speed is how fast you are, specifically how many spaces you can move each turn. No effect can make your Speed lower than 1.
Your Attack(s) show the stats you use when you attack. Some abilities will refer to your specific attacks by name.
There are five Skills that represent things a character might be good at which don't fall under the normal class abilities.
Athletics: Doing physically demanding tasks like balancing, running, climbing, and so on.
Sneak: Hiding from people, or doing something without people noticing.
Notice: Noticing hidden, secret, or just hard-to-notice things.
Convince: Persuading someone to believe you, scaring them to do what you say, and otherwise using words (and the threats/facts behind them) to change their behavior.
Expertise: Knowing useful information, and/or training in a niche skill that requires specific knowledge.
Each point you have in a Skill lets you roll an extra die when you use that Skill.
While each class's abilities have names, you're welcome to re-imagine how your abilities work (as long as everyone knows what rules you're talking about). For example, most of the Mage's abilities refer to fire; you can just as easily say your character uses blasts of lightning or anything else within reason, simply changing 'fire' to whatever you want.
In a fight, your allies are all the other players (hopefully), your enemies are whatever you're fighting, and each side takes turns until the fight ends (usually when one side is totally defeated). First, the GM decides who goes first - the players or the enemies. This depends on if one side surprises the other, has a reason for being slow to react, or (when in doubt) just whoever can roll the highest on a die. Then, the players decide amongst themselves what order they will all take their turns in for that fight. Then the first side takes their turns, the other side takes their turns, and this goes back and forth until the fight is over.
On your turn, you may take one Main Action and one Move; other actions are 'Bonus Actions' unless specifically stated otherwise, and you may take any number of these on your turn. Some actions have their own limits on their use, however. In addition, some abilities will happen automatically, such as "at the start of your turn". Unless it specifies otherwise, you can only use abilities or take actions on your turn.
You are limited to using one item during your turn, although they are usually Bonus Actions.
As a Main Action, you may take any other action and ignore any "once per turn" limits for that. You may use this to Move a second time, effectively doubling your movement limit for the turn.
On your turn, you can move a number of spaces up to your Speed.
You can split your movement up however you want during your turn
If the number of spaces you have moved this turn is the same or more than your current Speed, you cannot move any more
You can move through an ally's space, but only if you end your movement in an empty space
You can't move into a space with an enemy or obstacle (walls, etc.) in it
Each turn, as a Main Action, you can make an attack. To make an attack against something, you make a roll "to hit". The difficulty of this roll is the Armor of whatever you're attacking, and if you meet or beat that number then you hit.
Whatever you're attacking has to be within your attack's Range (measured in spaces). You also have to be able to see it, and not have a wall or something else in the way.
If the attack hits, you get to do whatever its effects are. Most attacks deal dice of damage; roll the damage listed for the attack, then the target of the attack takes that much damage. If the attack has other effects on a hit, they happen after damage.
Each character has access to special abilities they can use. Abilities can only be used on your turn, and can be used as much as you want. Some abilities have special rules, however; for example, Trainings and Spells can only be used once per turn.
Some effects last for a certain number of rounds. Whenever something causes an effect like this, note whose turn it happened on. At the start of each of their turns , reduce the effect's duration by 1 round, until it runs out.
If multiple effects would happen at the same time (such as when an attack hits), the player(s) involved can decide what order they happen in.
You can use up to 1 item on your turn; these include potions, charms, and the like. Generally you just choose to activate an item at some point during your turn, although some special items can be used in the middle of other actions.
When you take damage, you lose that much Health. When you lose all your Health, you are Downed: you are beaten up pretty badly, you skip your turn in a fight, and none of your abilities apply (although any effects you caused last their normal duration). If you get some Health healed, then you’re not Downed anymore and are fine... at least for now. If an action would Down you, or spending Health to do an action would Down you, resolve all of that action's effects first; then, if you're still at 0 Health, you're Downed.
Once you get a bit of time to catch your breath and tend to your wounds after a fight - like 5-10 minutes - then all your Health comes back, along with your Mana (if you have any).
If your entire party gets Downed, you lose the fight. This doesn't mean that you die or anything, but at the very least you're forced to retreat and probably suffer a setback in your current adventure. The GM will let you know what happens, don't worry :^)
While most of the challenges the party will face are in the form of combat with monsters and other enemies, sometimes things aren't so straightforward. The party might decide to sneak past guards, gather information from townsfolk, or climb around an obstacle in order to make their adventures easier. This could give them an advantage such as being able to ambush foes, or it might help them avoid dangers such as traps or other hazards.
In any case, the GM will often ask for Skill checks. The Skill and difficulty of the check depends on the situation, or even what each character is doing. Sometimes only one character needs to succeed for the party to move forward, and sometimes each character who fails suffers a penalty of some kind.
Because these checks represent a wide variety of situations, the way they work can change a lot depending on exactly what's going on. If you have any questions, ask the GM for more detail, or what Skill might help your character achieve a certain objective.