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«==================The system, at a glance:================ Characters and creatures have 3 key ‘stats’, and can use magical spells and items. The ...»

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Dungeons & Dungeons & Dungeons: A simple RPG

concept

PLAYER’S GUIDE

==================The system, at a glance:================

Characters and creatures have 3 key ‘stats’, and can use magical spells and items. The system solely

uses eight sided die (d8).

Combat is extremely fast and unforgiving, often being resolved (fatally or otherwise) in a matter of

seconds - thus making cunning and diplomacy greatly important to any competent band of

adventurers. Magic too is available, but is unpredictable and limited in accessibility, making it a precious resource that needs to be used wisely.

Character lifespans are likely quite short unless great caution is taken in the face of danger. Thankfully, though death and dismemberment are commonplace, character generation is a very fast process which still allows a fair amount of character customisation, meaning players can quickly get back into the action with a fresh set of skills and - perhaps - a changed mindset. The ultimate focus, however, lies with roleplaying and style, which this system tries to promote, especially through its cinematic handling of combat and unrestrictive approach to negotiations.

The Game Master is highly encouraged to change, omit or replace aspects of the rules contained in this 12-page guide if they believe doing so will improve the game experience for the players and themselves.

===============Stats, tests and die rolls:===============

In Dungeons & Dungeons & Dungeons all characters have 3 ‘stats’ representative of their abilities:

PHYSIQUE - your bodily capabilities: speed, strength, ability to withstand pain, natural agility INTELLECT - your mental and sensory capabilities: memory, decision-making, situational and sensory awareness, knowledge retention PERSONALITY – your willpower, courage, charisma, social and interpersonal skills: persuasion, manipulation, deception, intimidation Each stat is represented numerically and ranges from 0-5, with a score of 1 being typically ‘average’ and a score of 5 being the maximum an adventurer is humanly capable of. These values may only be raised further by supernatural means.

When you make use of these stats to attempt any task that has any chance of failure you take a ‘Test’.

Tests (or 'checks') that the characters take almost always come in two forms:

‘Opposed checks’ occur when two characters attempt to outperform each other. Each character rolls a d8 and adds the relevant modifier; the character with the higher modifier is successful. If both characters score the same result no outcome is immediately determined.

The other type of Test is the ‘DC Test’, where the character attempting a task rolls a d8 and adds their modifier in the hopes of meeting or exceeding a set value (called the Difficulty Class, or DC) in order to be successful. The Game Master determines this value before any rolls are made, and may or may not make the required DC known to the player.

Any form of test made by a character with 0 in the relevant stat makes the test at Disadvantage (see below).

Some examples of tests:

-Jumping a fence would require a DC test using PHYSIQUE, as doing so requires great agility

-Remembering an obscure fact would require a DC test using INTELLECT, because you are drawing upon your mental abilities

-Spotting a hidden clue in a cluttered room would require a DC test using INTELLECT because you are relying on your sensory abilities

-Convincing a merchant to lower their prices would require an opposed PERSONALITY roll, where both the player character and the merchant roll and add their PERSONALITY scores to represent their persuasiveness; the character with the higher result gains the upper hand in negotiations

-Attempting to remain courageous and not flee from a raging dragon would also require an opposed PERSONALITY roll, as the dragon tries to intimidate its foe and the player character draws upon their courage to stand their ground For context, a DC of 4 represents an easy task, while a DC of 6 is moderately difficult, a DC of 8 is hard and a DC of 10 is incredibly difficult. The Game Master may determine that some tasks are simply too difficult for mortal adventurers; these tasks cannot be successfully attempted.

On occasion fate decrees that a character’s efforts are blessed with extraordinary fortune. When a result of ‘8’ is rolled on any d8 roll the die ‘explodes’: an additional d8 is rolled and the result added to the total score. Additional die rolls may also explode. Fate is a fickle thing, however, for these twists of fortune can just as readily benefit a foe as it can the player characters.

What’s more, even the most competent of adventurers can by misfortune fail catastrophically in their endeavours from time to time. Whenever a roll of ‘1’ is scored on any die roll during a DC test (not an opposed test) the character attempting the test automatically fails in a particularly dire manner – perhaps losing their balance when climbing, miscasting a spell or unintentionally saying something offensive in conversation.

Certain abilities, such as those granted by traits, can only be used a certain number of times before being depleted. These finite uses are recovered whenever a party completes a Rest, which could be as much as a night’s sleep in an inn or as little as an hour spent resting without interruption in a safe place in the wilderness. The Game Master has final say on what constitutes a Rest.





Finally, the terms 'advantage' and 'disadvantage' appear throughout this ruleset. The effects of such are as follows: A die roll subject to advantage is rolled twice and the higher result is picked, whilst a die roll subject to disadvantage is rolled twice and the lower roll is used. Advantage can only be granted once to a die roll, so if a test is given advantage from two sources, only two dice are rolled, and not three. If a die roll is subject to both advantage and disadvantage then the effects cancel each other out, and the roll is made with neither.

============Creating a character, step-by-step:============ Detailed below are the steps needed to create a character. The rules regarding how your character’s abilities are used are explained in the following sections.

1. Think of a character concept which you can comfortably roleplay; try to include both virtues and flaws, as well as a suitable background (e.g. sailor, baker, gambler, alcoholic, scribe, outlaw, priest). With the Game Master's arbitration this background may grant advantage on relevant tests under certain circumstances.

2. You begin with a score of 0 in each stat. You may distribute 6 points among your three stats, up to the usual maximum of 5.

3. Think of some useful non-magical, mundane items of relatively low value that your character might have and be able to use on your adventure; with your Game Master's approval you may possess all or some these at the beginning of your adventure(s).

4. Finally, you may gain two of the following traits (you cannot take the same trait twice, except

for ‘Talented’):

a) Accurate: you may add +1 to your margin of success on the Ranged Combat Manoeuvres table

b) Arcane: you are able to memorise and cast magic spells, and begin the adventure knowing a number of spells of your choice equal to your INTELLECT score (to a minimum of one)

c) Concentrated: you are an experienced magician and may roll Tests of Concentration with advantage

d) Defensive: you ignore the usual disadvantage imposed by fighting opponents in melee beyond the first during the same round

e) Lucky: once, between Rests, you may re-roll any one of your own die rolls, or a die roll to determine an opponent's performance in checks or tests against you directly, and pick whichever of the two results you prefer

f) Nimble: you are exceptionally fast – your first two action points spent on movement (running, crawling, jumping, swimming, climbing) are free and do not count towards your 10 total action points spent per round

g) Quick-Witted: you have advantage when rolling to determine your place in the turn order, and also may draw weapons for one Action Point less than the usual cost

h) Stealthy: your stats are doubled for the purpose of all tests and opposed checks relating explicitly to stealth: pickpocketing items, moving silently, using disguises, launching a surprise melee attack and remaining unseen

i) Strong: you are exceptionally strong, and when successful in melee combat you may inflict the Wounded condition with a margin of success of 2+ rather than the standard 3+

j) Talented: increase a stat of your choice by one, up to the standard maximum of 5; this trait may be taken more than once

k) Tough: you may once, between Rests, either ignore one instance of the Wounded condition (including mortal Wounds), or alternatively, choose to receive the Wounded condition instead of the Dying condition

5. Name your character!

As you complete adventures and achieve heroic (or villainous) deeds your Game Master may decide that you have learned greatly from your experiences. If so, your character may be allowed to choose a new trait to benefit from. This option is strictly optional at your Game Master's discretion and, if implemented, it should be ensured in play that the character's new trait is explained by the narrative.

============Conditions:============== The game doesn't use Hit Points; instead, characters can be subject to the following conditions, which

are used to represent your physical and mental state:

-Asleep: the character in question is asleep but may be woken; INTELLECT tests to determine detection are made with disadvantage

-Charmed: other characters have advantage on PERSONALITY rolls against the subject, which is more amicable and impressionable for the duration

-Confused: subject has disadvantage on INTELLECT rolls and loses half of its action points per turn (rounded down, after deduction), and must roleplay being dazed and forgetful

-Cursed: the victim of a curse has a unique condition imposed upon them, as determined by the cursegiver. This condition may be imposed multiple times as long as each curse is unique. Curses can usually be revoked by the individual that issued it, but if they die or are otherwise prevented from revoking the curse then it remains until cured by supernatural means. You cannot revoke a Curse that originated from your miscasts

-Dead: the creature is dead and may only be revived under certain conditions using powerful supernatural means (such as the Resurrection spell)

-Dying: the creature must roll a d8 at the end of each round: it must roll a 2 or higher on the first roll in order to remain alive, elsewise it; in each subsequent round the roll needed to stay alive increases by 1, to a maximum of 8, until the creature dies or the condition is removed

-Frightened: the character is afraid and must attempt to flee from the source of their terror during their turns until it is no longer visibly or aurally a direct threat; if interrogated they will answer all questions truthfully out of fear

-Paralyzed: subject is unable to move or speak, loses all action points and scores zero in melee combat

-Unconscious: the character is unconscious as a result of unnatural causes and can only be 'woken' by damage or rest

-Wounded: subject has disadvantage on rolls involving PHYSIQUE, and it must roleplay pain and incapacitation; if the Wounded condition is applied a second time then the subject will become Dying (particularly tough creatures may require more than two instances of the Wounded condition before they become Dying) ===============Turns and action points:============ If the Game Master wishes then the narrative may be delivered in sequential rounds (each of which lasts roughly 10 seconds), using Action Points to determine each character's actions during individual turns.

All actions other than thinking and brief dialogue (such as "attack the leader!", "drop the vial!", "save yourselves!", "gods, guide my aim") cost a character action points during their turn. By default each character receives 10 action points to spend per turn, or 5 if Confused. Unconscious characters have no Action Points to spend as they are incapable of taking actions. These values may sometimes be modified due to supernatural or circumstantial effects, within the Game Master’s discretion.

Unspent Action Points at the end of each turn are wasted; they do not 'carry over' to next turn; it is a good idea to use unspent points for Dodging (see the entry below) if you haven't actively attacked any other characters, or elsewise moving about the area.

–  –  –

Run or jump 5 feet/ pick up a small object such as a coin 1 purse, book or torch/draw a one-handed weapon Crawl, swim or climb an appropriate surface 5 feet/perform 2 simple environmental interactions such as picking up a chair, barring a door or tearing down a tapestry/draw a twohanded weapon Attempt to fight another creature in melee/attempt to 5 damage a sturdy object

–  –  –

Drink a potion/read a brief message/recite an ancient 6 scroll/set fire to combustible materials using an open flame Attempt to dodge incoming attacks (the character may Each 2 Action Points spent dodging make no melee or ranged attacks of their own until their reduces successful attackers' margins next turn; if they are attacked in melee and succeed they of success by 1 cannot apply any of the effects from the Melee Combat Manoeuvres table)

–  –  –

Actions not featured on this list should be discussed with the Game Master and an arbitrary cost imposed before execution.

When turn order is introduced and again at the start of every new round each character’s place in the sequence must be determined. To do so, roll a d8 and adding either their PHYSIQUE or INTELLECT modifier (the player may choose which value is used). Each creature then takes their turn in succession from the highest scoring to the lowest, until everybody has taken their turn and the round is over.



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