This is entirely based on the official Dungeons & Dragons™, but with my own rules and game mechanics because I find the actual rules far too complex and difficult to understand. My game still has the same premise — a tabletop/virtual turn-based fantasy RPG where you battle monsters and build your own story. Game mechanics will be an amalgamation of aspects from various games, and my own special twist on them. In this guide, I’ll explain the rules, how to make your character, along with giving some world lore and tips.
I originally made this on a Google Doc, but I figured it'd be more fun to make a website for it! It's also good practice for me, CSS- and HTML-wise.
Like traditional Dungeons & Dragons™, my rendition prioritises dice-rolling as its primary function. In order to do the majority of things — such as explore, fight, heal — you need to roll from an assortment of numbered die, ranging from a four-sided die, the smallest, to a one-hundred-sided die, the largest. Each die type has its own function, and you will likely need to roll multiple per situation your character finds themself in. Rolling die is sometimes even required for dialogue to turn out the way you want it to!
When rolling your die, there are multiple different types of outcomes — failure, DM’s Choice, success, and exemplary. There is also a chance of having to roll further with percentile die to receive a reward or penalty. DM’s Choice just means that the DM themself must roll for you; if they roll a DM’s Choice, they must roll again until success or failure. No rewards or penalties are offered for DM’s Choice.
There are a total of seven die required to properly play the game. A four-sided die (D4), six-sided (D6), eight-sided (D8), ten-sided (D10), twelve-sided (D12), twenty-sided (D20), and a one-hundred-sided die (D100) — the last of which is also commonly referred to as a percentile die, or a 2D10, and has a special function.
As stated before, different die are used for different things. The outcome of your action relies entirely on whether you roll a failure, DM’s Choice, success, or exemplary outcome.
A four-sided die (D4) is used for simple actions. Simple actions would include, as the name suggest, simple and non-crucial things — for example, whether an NPC acknowledges or ignores your character when they speak. It is entirely up to the DM whether or not a simple action roll is necessary, and they’re usually used just to spice things up a bit if they’re starting to drag. When rolling for a simple action, there is no chance of a reward or penalty.
A six-sided die (D6) is used for medical actions. Medical actions include using healing potions, casting first aid spells, and sometimes even natural — or enhanced — regeneration. When you roll for a medical action, your outcome has a chance of being rewarded or penalized depending on the number you rolled.
An eight-sided die (D8) is used for small combat actions. Small combat actions refer to using small and possibly unassuming weaponry like daggers or smoke bombs. When you roll for a small combat action, your outcome has a chance of being rewarded or penalized depending on the number you rolled.
A ten-sided die (D10) is used for large combat actions. Large combat actions refer to using large weaponry such as pikes or longswords. When you roll for large combat actions, your outcome has a chance of being rewarded or penalized depending on the number you rolled.
A twelve-sided die (D12) is used for magical actions. Magical actions refer to casting combative or manipulative spells, but does not cover regenerative magic — for that, refer to D6. When you roll for a magical action, your outcome has a chance of being rewarded or penalized depending on the number you rolled.
A twenty-sided die (D20) is used for major actions. Major actions refer to extravagant or perhaps overly ambitious actions — say, for example, your character wants to try and one-hit a large enemy. When you roll for a major action, your outcome has a chance of being rewarded or penalized depending on the number you rolled.
A one-hundred-sided die (D100), aka a 2D10 or percentile die, is used for determining rewards and penalties, and are rolled after the initial outcome. In the case of a success or exemplary outcome, a percentile die should be rolled to determine the reward; if the initial outcome is a failure, a percentile die should be rolled to determine the penalty.
A four-sided die (D4) has only three possible outcomes — failure, DM’s Choice, and success. There are no penalties or rewards offered for rolling this die, and no exemplary outcome.
A six-sided die (D6) has four possible outcomes — failure, DM’s Choice, success, and exemplary outcome. There is a chance of receiving a reward or penalty depending on your initial outcome.
An eight-sided die (D8) has four possible outcomes — failure, DM’s Choice, success, and exemplary outcome. There is a chance of receiving a reward or penalty depending on your initial outcome.
A ten-sided die (D10) has four possible outcomes — failure, DM’s Choice, success, and exemplary outcome. There is a chance of receiving a reward or penalty depending on your initial outcome.
A twelve-sided die (D12) has four possible outcomes — failure, DM’s Choice, success, and exemplary outcome. There is a chance of receiving a reward or penalty depending on your initial outcome.
A twenty-sided die (D20) has four possible outcomes — failure, DM’s Choice, success, and exemplary outcome. There is a chance of receiving a reward or penalty depending on your initial outcome.
A one-hundred-sided die (D100) has only one outcome that is reliant on the initial outcome.
Rewards can be applied to weapon durability, both distributed and received damage, and general outcomes.
When rolling for a medical action, rewards are applied to your character’s health, stamina, magical arsenal, etc. Perhaps it turns out that what your character thought was a simple healing potion was actually a max. health potion.
When rolling for melee combat actions, rewards are applied to damage dealt by your character. Maybe your enemy didn’t manage to dodge quick enough and you put a deep gash in their side.
When rolling for magical actions, rewards are applied to your character’s health, damage dealt by your character, and even your surroundings. Say you cast a forcefield spell and it happens to also knock your enemies back twenty feet.
Reward outcomes all depend on what dice you are rolling — Rewards for small combat actions differ from rewards for large combat actions.
Penalties can be applied to weapon durability, both distributed and received damage, and general outcomes.
When rolling for a medical action, penalties are applied to your character’s health, stamina, magical arsenal, etc. Perhaps it turns out a potion was tampered with, or your character simply had a bad reaction to whatever was used by or on them.
When rolling for melee combat actions, penalties are applied to damage dealt by your character, and/or weapon durability. Maybe your character swung too wide and barely nicked the enemy, or their war hammer cracked after one too many blows.
When rolling for magical actions, penalties are applied to your character’s health, damage dealt by your character, and even your surroundings. Say you cast a fireball and accidentally set the grove around you ablaze, burning yourself.
Penalty outcomes all depend on what dice you are rolling — penalties for small combat actions differ from penalties for large combat actions.
Boosts are permanent rewards. When you roll an exemplary outcome, you have the chance to roll for a reward — but before that, your DM must roll a D4. If the DM rolls a one through three, you roll for a regular reward. However, if your DM rolls a four, you roll for a boost. Boosts are also received by leveling up.
Boosts affect both the current moment and the future. A health boost will permanently increase your health. If you are in a combat situation and roll a health boost, you not only get max. health at the time, but your max. health capacity raises as well. Say you start a battle with 75/125 HP and roll a health boost — you would then have, for example, 150/150 HP.
Every character begins the game with 50/50 HP, and 50/50 weapon durability. HP can be increased through rolling boosts, receiving boosts naturally by leveling up, or wearing armor. Weapon durability can be increased through rolling boosts, upgrading your weapon, or buying a better one.
Starting with low HP leaves you vulnerable to not only enemies, but the elements. For example, if it began to rain, your character would be more susceptible to catching a cold.
To level up, you need to gain a certain amount of XP. This amount is calculated by your level x10. So at level one, you only need 10 XP to level up, then 20 XP to get to level three, and so on. XP is gained through combat and other pivotal actions — such as completing a quest. While your DM should be keeping track of every player’s level and such, please also keep track yourself, lest there’s a mix-up.
You will start the game with only a wooden dagger, one healing potion that applies 25 HP, and 100 doubloons — no matter the campaign storyline. However, if you are using a recurring character in a new campaign — as long as you are playing with the same party as your previous campaign — simply progress with what you already had in your inventory. Level 1 players start with three inventory slots, and you gain another slot every 10 levels or when receiving an item that grants you one.
Every time you level up, you will gain a certain amount of doubloons, the exact quantity depending upon your DM — but, DMs, note that while it should be consistent throughout your campaign, it should also increase incrementally. For example, if a character receives 5 doubloons when reaching level two, they should get 15 when getting to level four.
As you continue to level up, your maximum HP increases by 50 — this stays consistent throughout the game, no matter if you’re level 1 or level 100. Weapon durability increases unreliably, based on whether you upgrade your weapons or buy new ones. Different blacksmiths will offer different wares, so keep your eyes out.
Inventory increases dependant upon two things — leveling up, and receiving items like satchels and such. Inventory received by leveling up is referred to as natural inventory, while inventory received through items is referred to as modified inventory.
At level one, you start with three inventory slots, two of which are automatically filled by a starter weapon and health potion (as previously stated.) Natural inventory increases at a rate of one slot per ten levels — and camps at level 225, giving you a maximum of fifteen natural inventory slots.
Every item used to modify your inventory varies in the amount of slots it gives you. The modified inventory cap is twenty-five slots — meaning, if you reach the natural cap and find a bag that gives you ten slots, that’s the only inventory modifier you can use.
Attributes are various types of traits that every character has. Some attributes apply only to a specific race or region. They can be considered either useful or seemingly insignificant; some are ingrained in culture and way-of-life, while some are seen as a hindrance instead.
For example, in elves, one of the main attributes that can be found is long, pointed ears. This causes them to have exceptional hearing, which helps them greatly with everyday life; it can help them when it comes to hunting, sensing danger, and even just communicating.
In Fauns, one of their main attributes is their horns—males’ being long and curled, females having short and stubby ones like a child—which, more often than not, they find annoying. Horns serve no practical purpose other than to make hair care even more of a hassle, some believe.
An attribute that can be found in any race is called universal. You could find a Kenku with this attribute, and later on meet a dwarf with the same one. Just like specific traits, universal ones come with mixed opinions. While some may be widely appreciated for functionality or criticized for impediment.
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