No Stat Hit Die based D&D minigame
No Stat Hit Die based D&D minigame
Fighter
Die type: d8
HP: 8
Armor: Heavy, -3 from damage
Choose one:
Powerful Swing - Once per fight when you hit with a melee attack you roll for damage twice and take the better result.
Eagle Eye - Once per fight when you attack with a ranged weapon you roll twice and take take the better result.
Choose one:
Break Stuff - on a 4+ you break what you want broken.
Intimidate - on a 4+ you scare a minor NPC.
Lead - Once per fight on a 4+ 1d8 of your soldiers attack with a d8 for one round.
Cleric
Die Type: d6
HP: 6
Armor: Medium, -2 damage
Healing Magic: Between fights you can heal yourself or a companion 1d6 HP
Rebuke the Dead: When you hit an undead creature with a melee attack roll twice for damage and take the better result.
Choose one:
The Blessings of Law - once per day for one fight you and your companions gain 2 HP and increase your die type by one (ie, d4 becomes d6, d6 becomes d8, d8 becomes d10). The 2 HP are lost at the end of the fight.
The Curses of Chaos - Once per day for one fight 1d6 enemies lose 2 HP and decrease their die type by one. The 2 HP are regained at the end of the fight (if they still live).
Thief
Die Type: d6
HP: 6
Armor: Light, -1 damage
Thief Skills: When stealing, sneaking, climbing, or finding or disarming traps, roll your die. On a 4+ you succeed. Twice per day you can reroll a failed check.
Choose two:
Quick - When you roll initiative, on a 4+ you go first.
Sneak Attack - When you are hidden and attack, roll to hit and damage twice and take the better result.
Weak Spot - Once per fight when you hit with an attack, ignore 2 points of armor.
Wizard
Die Type: d4
HP 4
Armor: None
Offensive Magic: Each day choose one of the following
Twice per fight cast a spell that does 1d4 damage to one target ignoring their armor.
Once per fight cast a spell that does 2d4 damage to one target ignoring their armor.
Once per fight cast a spell that does 1d4 damage to all enemies.
Defensive Magic:
Twice per fight when you are hit by an attack, lower the damage roll by 1d4 points.
Choose one:
Conjure - once per day conjure an item that helps you overcome an obstacle. It disappears in 10 minutes.
Illusion - once per day create a lifelike illusion with sound up to 10x10x10. It dissipates if touched.
Choose one:
Necromancy - once per day raise 1d4 skeletons for one fight. d4, 4HP.
Summon - once per day summon 1 monster for one fight. d8, 8HP, -1 armor.
Combat
Initiative: The combatants, PCs and groups of alike NPCs, roll their die type. Highest go first, ties go to the higher die type. If still tied, attacks are simultaneous. This order is used for the whole fight.
Combatants take their turns in order. When all have taken their turns, a new round begins.
To attack: roll your die type. A 4+ hits. Roll damage.
Damage: roll your die type. The result minus the target’s armor value is how many hit points the target loses.
Death: NPCs reduced to 0 HP are dead. PCs reduced to 0 HP are out of the fight. After the fight roll their die type. On a 4+ they lived and are now at 1HP.
Healing: Resting and bandaging wounds after a fight heals 1HP. After eight hours of rest all HP are replenished.
Food and Water: -1HP every day without food and water. This damage cannot be healed until the PC has eaten and drank and rested eight hours.
Encumbrance: Besides armor and weapons, a PC can carry a number of significant items equal to their die type. Thieves must have thieves tools to get their rerolls. Clerics must have a holy symbol to use their special abilities. Wizards must have a spellbook to cast spells.
Misc. rolls: Any consequential activity not covered by the class’s abilities and where success is doubt must be rolled for. To succeed on a miscellaneous roll, the player must roll a 3 or lower on their die type.
Goblin: d4, 4HP
Gang up - if two or more goblins are attacking the same foe, they roll 2d4 to attack and take the higher result.
Orc: d6, 6HP, armor -1
Minotaur: d8, 8HP, armor -1
Charge - A minotaur rolls 2d8 for initiative and takes the higher result. If they go first, they charge the strongest looking opponent. If they hit, they roll 2d8 for damage and use the higher result.
Giant: d10, 10HP, armor -2
Sweeping blow - If a giant reduces an enemy to 0HP, any leftover damage is taken by another enemy.
Dragon: d12, 12HP, armor -3
Fire Breath - once per fight the dragon can breathe fire, attacking all its opponents at once.
That's an unedited brain dump.
Fighter
Die type: d8
HP: 8
Armor: Heavy, -3 from damage
Choose one:
Powerful Swing - Once per fight when you hit with a melee attack you roll for damage twice and take the better result.
Eagle Eye - Once per fight when you attack with a ranged weapon you roll twice and take take the better result.
Choose one:
Break Stuff - on a 4+ you break what you want broken.
Intimidate - on a 4+ you scare a minor NPC.
Lead - Once per fight on a 4+ 1d8 of your soldiers attack with a d8 for one round.
Cleric
Die Type: d6
HP: 6
Armor: Medium, -2 damage
Healing Magic: Between fights you can heal yourself or a companion 1d6 HP
Rebuke the Dead: When you hit an undead creature with a melee attack roll twice for damage and take the better result.
Choose one:
The Blessings of Law - once per day for one fight you and your companions gain 2 HP and increase your die type by one (ie, d4 becomes d6, d6 becomes d8, d8 becomes d10). The 2 HP are lost at the end of the fight.
The Curses of Chaos - Once per day for one fight 1d6 enemies lose 2 HP and decrease their die type by one. The 2 HP are regained at the end of the fight (if they still live).
Thief
Die Type: d6
HP: 6
Armor: Light, -1 damage
Thief Skills: When stealing, sneaking, climbing, or finding or disarming traps, roll your die. On a 4+ you succeed. Twice per day you can reroll a failed check.
Choose two:
Quick - When you roll initiative, on a 4+ you go first.
Sneak Attack - When you are hidden and attack, roll to hit and damage twice and take the better result.
Weak Spot - Once per fight when you hit with an attack, ignore 2 points of armor.
Wizard
Die Type: d4
HP 4
Armor: None
Offensive Magic: Each day choose one of the following
Twice per fight cast a spell that does 1d4 damage to one target ignoring their armor.
Once per fight cast a spell that does 2d4 damage to one target ignoring their armor.
Once per fight cast a spell that does 1d4 damage to all enemies.
Defensive Magic:
Twice per fight when you are hit by an attack, lower the damage roll by 1d4 points.
Choose one:
Conjure - once per day conjure an item that helps you overcome an obstacle. It disappears in 10 minutes.
Illusion - once per day create a lifelike illusion with sound up to 10x10x10. It dissipates if touched.
Choose one:
Necromancy - once per day raise 1d4 skeletons for one fight. d4, 4HP.
Summon - once per day summon 1 monster for one fight. d8, 8HP, -1 armor.
Combat
Initiative: The combatants, PCs and groups of alike NPCs, roll their die type. Highest go first, ties go to the higher die type. If still tied, attacks are simultaneous. This order is used for the whole fight.
Combatants take their turns in order. When all have taken their turns, a new round begins.
To attack: roll your die type. A 4+ hits. Roll damage.
Damage: roll your die type. The result minus the target’s armor value is how many hit points the target loses.
Death: NPCs reduced to 0 HP are dead. PCs reduced to 0 HP are out of the fight. After the fight roll their die type. On a 4+ they lived and are now at 1HP.
Healing: Resting and bandaging wounds after a fight heals 1HP. After eight hours of rest all HP are replenished.
Food and Water: -1HP every day without food and water. This damage cannot be healed until the PC has eaten and drank and rested eight hours.
Encumbrance: Besides armor and weapons, a PC can carry a number of significant items equal to their die type. Thieves must have thieves tools to get their rerolls. Clerics must have a holy symbol to use their special abilities. Wizards must have a spellbook to cast spells.
Misc. rolls: Any consequential activity not covered by the class’s abilities and where success is doubt must be rolled for. To succeed on a miscellaneous roll, the player must roll a 3 or lower on their die type.
Goblin: d4, 4HP
Gang up - if two or more goblins are attacking the same foe, they roll 2d4 to attack and take the higher result.
Orc: d6, 6HP, armor -1
Minotaur: d8, 8HP, armor -1
Charge - A minotaur rolls 2d8 for initiative and takes the higher result. If they go first, they charge the strongest looking opponent. If they hit, they roll 2d8 for damage and use the higher result.
Giant: d10, 10HP, armor -2
Sweeping blow - If a giant reduces an enemy to 0HP, any leftover damage is taken by another enemy.
Dragon: d12, 12HP, armor -3
Fire Breath - once per fight the dragon can breathe fire, attacking all its opponents at once.
That's an unedited brain dump.
At first I was going to say too simple. But as I finished reading I realized it is just really sleek and elegant. Nice work.
ReplyDeleteMaybe physical Misc rolls should be 4 or higher instead of 3 or lower.
ReplyDeleteMatthew Nelson that's going in.
ReplyDeleteDiggin' it. Nice and light. Good for a pickup game. I might just steal this for later use.
ReplyDeleteBe interested to hear what you might do for character advancement. Off the top of my head, I'd say advancement means increasing by a die type (d4->d6, d6->d8, d8->d10, etc.) It'd also be nice to get one more skill / spell per level.
Mark Whitley maybe a good use for the d5 and d7 from DCC? And monsters could certainly use the d14, d16, and d20. That seems like it might get really swingy though.
ReplyDeleteAn argument could be made that this simple of game doesn't need advancement either.
ReplyDeleteAnyone have a name? I can't think of anything clever.
ReplyDeleteSome kind of play on words on RPG weapon types "light" or "finesse." Alliteration in title is usually pretty successful too.
ReplyDeleteCasey G. , how long until you retire and live off the earnings from "pay what you want" games on drivethru?
ReplyDeleteWTF 2e or WTF Expert.
ReplyDeleteRegarding a name for this system: roll on each of the following tables and put the resulting phrases together in the way they demand to be joined.
ReplyDeleteTable 1:
1) mini
2) micro
3) tiny
4) small
5) lite
6) low-calorie
Table 2:
1) dungeons
2) delvers
3) fantasy gaming
4) heroes
5) crusaders
6) adventuring
Barry Lovseth since in nine months I have made $100 it will be awhile. That bought me a lot of game stuff though.
ReplyDeleteElf
ReplyDeleteDie Type: d6
HP: 6
Armor: Light, -1 damage
Elven Senses: When rolling to search or listen, you can reroll a failed check.
Elegant Form: Once per fight when you attack roll twice and take the better result.
Enchant: Once per day you can enchant one NPC of d8 or lower. They become friendly and take your orders. Every time you have them do something against their nature (attack their allies, etc), they can roll their die type. On a 3 or less, they are no longer enchanted.