βοΈ Core Mechanics
Basic Roll
d20 + Stat Modifier β₯ DC = Success
The Six Stats
- STR: Physical power, melee attacks, forcing doors, lifting, swimming
- DEX: Agility, ranged attacks, AC, initiative, stealth, balance
- CON: Endurance, hit points, resist poison, hold breath
- INT: Logic, wizard spells, first aid, recall information, survival
- WIS: Instinct, priest spells, spot hidden, hear noise, sense danger
- CHA: Appeal, social interaction, resist mental control, perform
When to Roll
You only roll when:
- The action has a negative consequence for failure
- The action requires skill
- There is time pressure
If you have time to carefully search or are trained in something, you often just succeed without rolling!
Stat Modifiers
| Score | Modifier |
| 3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | +0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18 | +4 |
π― Difficulty Classes
| Difficulty | DC | Example |
| Easy | 9 | Leap narrow chasm, sneak past inattentive guard |
| Normal | 12 | Kick open stuck door, pick a poor lock |
| Hard | 15 | Swim against current, give first aid |
| Extreme | 18 | Climb slippery cliff one-handed |
Special Rolls
- Natural 20: Critical success! Double weapon damage dice or spell effect
- Natural 1: Critical failure! Attack misses, spells may cause mishaps
- Advantage: Roll twice, use higher result
- Disadvantage: Roll twice, use lower result
βοΈ Combat
Combat Sequence
- Check surprise: Unaware creatures are surprised
- Surprise turns: Surprising creatures act once
- Roll initiative: Everyone rolls DEX check, highest goes first, then clockwise
- Take turns: Act in initiative order
Your Turn
- Count down any personal timers (spells, effects)
- Take one action (attack, cast spell, improvise)
- Move up to near (30 feet) - can split before/after
- Move near twice if skipping action
- Free actions: speak, stand up, draw weapon, drink potion
Attack Rolls
Melee: d20 + STR mod + bonuses β₯ Target AC
Ranged: d20 + DEX mod + bonuses β₯ Target AC
Damage & Effects
- Most weapons deal 1d6 damage
- Critical Hit (nat 20): Double weapon damage dice
- Critical Miss (nat 1): Miss, might hit ally!
- Knockout: Can choose to KO instead of kill at 0 HP
Armor Class
| Armor | AC | Notes |
| No armor | 10 + DEX mod | β |
| Leather | 11 + DEX mod | β |
| Chainmail | 13 + DEX mod | Disadvantage on stealth |
| Plate | 15 | Can't swim, disadvantage on stealth |
| Shield | +2 | Uses one hand |
Terrain & Cover
- Half cover: Disadvantage to hit target
- Full cover: Can't target at all
- Difficult terrain: Half movement speed
π Death & Dying
At 0 Hit Points
- Fall unconscious immediately
- Roll 1d4 + CON mod (minimum 1 total)
- This is your death timer in rounds
- You die when the timer reaches zero unless stabilized or healed
While Dying (Each Turn)
- Player rolls d20 on their turn
- Natural 20: Miraculous recovery! Rise with 1 HP
- Any other result: Death timer counts down by 1
First Aid (Stabilize)
- Who: Any intelligent creature can attempt
- Range: Must be at close range (5 feet)
- Roll: DC 15 INT check
- Success: Target stops dying (timer pauses), remains unconscious
- Failure: No effect, can try again next turn
- Stabilized characters wake up when healed above 0 HP
Healing the Dying
- Any healing that brings HP above 0 = character wakes up
- No longer dying, can act normally
- Cure Wounds spell is most common healing method
Morale (Enemies)
- Trigger: When reduced to half their number or HP
- Roll: DC 15 WIS check (leader's modifier for groups)
- Failure: Enemies flee the battle
β¨ Spellcasting
How to Cast
Wizard: d20 + INT mod β₯ (10 + spell tier)
Priest: d20 + WIS mod β₯ (10 + spell tier)
Casting a spell takes your action for the turn.
Spell Results
- Success: Spell takes effect normally
- Failure: Spell fails, can't cast it again until after rest
- Natural 20: Critical! Double one numerical effect
- Natural 1: Critical failure!
Critical Failures
Wizard Natural 1:
- Can't cast that spell again until rest
- Roll on Mishap table (varies by tier)
- Example mishaps: explosion damage, target self, lose random spell
Priest Natural 1:
- Deity is displeased!
- Can't cast that spell until penance + rest
- Penance: holy quest, sacrifice, or ritual
Focus Spells
- Some spells last as long as you maintain focus
- Check at start of turn to maintain
- Check if damaged or distracted
- Can't cast other focus spells while maintaining one
- Failure ends spell (but doesn't lose it like normal failure)
Spell Tiers & DCs
| Tier | DC to Cast | Spell Level |
| 1 | 11 | 1st-2nd level |
| 2 | 12 | 3rd-5th level |
| 3 | 13 | 6th-7th level |
| 4 | 14 | 8th-9th level |
| 5 | 15 | 10th level |
Scrolls & Wands
- Scrolls: One use, consumed after casting attempt
- Wands: Reusable, stops working on failure until rest
- Must be on your spell list to use
- Same DC as casting the spell normally
π¦ Light & Darkness
Light Sources
- Torch: Near distance, 1 hour real time
- Lantern: Double near distance, needs oil
- Only track one timer at a time
Total Darkness
- Disadvantage on most tasks
- Random encounter every round
- Most monsters can see in darkness
Light timers use real world time - when your torch has been lit for one actual hour, it burns out!
π Movement & Distance
Distance Categories
- Close: 5 feet (melee range, touching distance)
- Near: Up to 30 feet (one move, thrown weapons)
- Far: Within sight during encounter (bows, spells)
Special Movement Rules
Climbing
- Make STR or DEX check to climb
- Move at half speed while climbing
- If you fail by 5+ points, you fall!
- Take 1d6 damage per 10 feet fallen
Swimming
- Swim at half speed in calm water
- Make STR check in rough/fast water
- Hold breath for CON modifier rounds (min 1)
- After breath runs out: CON check each round
- Failure = 1d6 damage per round until you surface
Moving Through Creatures
- Allies: Move freely through their spaces
- Enemies: Need STR or DEX check to push through
- Can't end movement in occupied space
Other Movement
- Difficult terrain: Costs double movement (mud, ice, rubble)
- Falling: 1d6 damage per 10 feet
- Jumping: Usually automatic, check if risky
ποΈ Rest & Recovery
Requirements
- Sleep 8 hours
- Consume 1 ration
- DC 12 CON check if interrupted
Benefits
- Regain all lost HP
- Recover stat damage
- Refresh spell casting
- Reset per-rest abilities
Danger While Resting
| Location | Encounter Check |
| Unsafe | Every 3 hours |
| Risky | Every 2 hours |
| Deadly | Every hour |
π Gear & Equipment
Gear Slots
- Carry STR stat or 10 items (whichever is higher)
- First backpack doesn't count
- First 100 coins don't count
- Most gear = 1 slot
- Some items bundle (arrows Γ20 = 1 slot)
Essential Gear
- Torch: 5 sp (light for 1 hour)
- Rope: 1 gp (60 feet)
- Rations: 5 sp (3 days)
- Crowbar: 5 sp (advantage to pry)
- Grappling hook: 1 gp
- Iron spikes: 1 gp (10 spikes)
β‘ Actions & Common Tasks
Free Actions (No Action Required)
- Stand up: Rise from prone
- Speak: Say a few sentences
- Draw/sheathe: Ready or stow a weapon
- Activate item: Use a magic item
- Drink potion: Quaff one draught
- Drop item: Let something fall
Common Skill Checks
- Initiative: DEX check at combat start, highest goes first
- Sneak/Hide: DEX check vs enemy WIS to go undetected
- Spot hidden: WIS check to notice hiding creatures/traps
- Listen: WIS check to hear through doors or distant sounds
- First aid: DC 15 INT to stabilize dying character
- Pick lock: DEX check, DC varies by lock quality
- Force door: STR check, DC varies by door strength
- Recall lore: INT check to remember facts
Surprise & Stealth
- Hiding: Need cover/concealment, can't hide while observed
- Sneaking: DEX check to move quietly
- Detecting: Must actively look/listen with WIS check
- Surprise attack: Get advantage, act before initiative roll
- After attacking: Position revealed unless GM says otherwise
Contested Checks
When creatures oppose each other:
- Both roll relevant stat check
- Highest result wins
- Reroll ties
- Examples: Grappling (STR vs STR), Lying (CHA vs WIS)
The d6 Decider
For random outcomes:
- 1-3: Bad for players
- 4-6: Good for players
- Example: Does dropped torch go out?
Luck Tokens
- Awarded by GM for exceptional roleplay, heroism, or creativity
- Use: Reroll any roll you just made (must use new result)
- Can give to another player who needs it
- Maximum 1 token per player at a time
π Character Classes
Fighter
- HP: 1d8 per level
- Weapons: All weapons
- Armor: All armor and shields
- Hauler: Add CON mod to gear slots (if positive)
- Weapon Mastery: +1 attack/damage with chosen weapon type, +half level
- Grit: Advantage on STR or DEX to overcome forces
Thief
- HP: 1d4 per level
- Weapons: Club, crossbow, dagger, shortbow, shortsword
- Armor: Leather, mithral chainmail
- Backstab: +1 weapon die damage on unaware foes (+half level extra dice)
- Thievery: Advantage on climbing, sneaking, traps, lockpicking, pickpocketing
- Tools: Thieves' tools don't take gear slots
Priest
- HP: 1d6 per level
- Weapons: Club, crossbow, dagger, mace, longsword, staff, warhammer
- Armor: All armor and shields
- Turn Undead: Free spell known
- Deity: Must serve a god matching alignment
- Spells: Cast priest spells using WIS
Wizard
- HP: 1d4 per level
- Weapons: Dagger, staff
- Armor: None
- Languages: Know 2 extra common + 2 rare
- Learn Spells: DC 15 INT to learn from scrolls
- Spells: Cast wizard spells using INT
βοΈ Weapons & Damage
| Weapon | Cost | Type | Range | Damage | Properties |
| Dagger | 1 gp | Melee/Ranged | Close/Near | 1d4 | Finesse, Thrown |
| Club | 5 cp | Melee | Close | 1d4 | β |
| Shortsword | 7 gp | Melee | Close | 1d6 | β |
| Longsword | 9 gp | Melee | Close | 1d8 | β |
| Mace | 5 gp | Melee | Close | 1d6 | β |
| Warhammer | 10 gp | Melee | Close | 1d10 | Two-handed |
| Spear | 5 sp | Melee/Ranged | Close/Near | 1d6 | Thrown |
| Staff | 5 sp | Melee | Close | 1d4 | Two-handed |
| Bastard sword | 10 gp | Melee | Close | 1d8/1d10 | Versatile |
| Greatsword | 12 gp | Melee | Close | 1d12 | Two-handed |
| Greataxe | 10 gp | Melee | Close | 1d8/1d10 | Versatile |
| Shortbow | 6 gp | Ranged | Far | 1d4 | Two-handed |
| Longbow | 8 gp | Ranged | Far | 1d8 | Two-handed |
| Crossbow | 8 gp | Ranged | Far | 1d6 | Two-handed, Loading |
Properties: Finesse: Use STR or DEX | Loading: Must forgo move to reload | Thrown: Can throw using STR or DEX | Two-handed: Requires both hands | Versatile: Higher damage with two hands
πΊοΈ Exploration & Crawling
Crawling Rounds
Used when not in combat. Players act in initiative order:
- Count down timers (light, spells)
- Describe action (search, listen, move)
- GM checks for random encounters
- GM describes results
Searching & Detection
- Careful search: Takes time but automatic success
- Quick search: WIS check required
- Secret doors: Must search right area
- Traps: Thieves auto-find if searching right spot
- Listen at doors: WIS check to hear
Time Tracking
- Real time: 1 hour game = 1 hour real time
- Round: About 10 seconds
- Turn: One player's action
- 10 rounds: Roughly 1 minute
- Can agree to "pass time" for longer tasks
Random Encounters
- In darkness: Check every round!
- With light: Check varies by area
- Time passes: Roll d6, encounter on 1-3
- GM determines frequency based on danger
π Character Creation & Advancement
Creating a 1st Level Character
- Roll Stats: 3d6 in order (STR, DEX, CON, INT, WIS, CHA)
- Reroll Option: If no stat is 14+, may reroll all six
- Choose Ancestry: Human, Elf, Dwarf, Halfling, Half-Orc, Goblin
- Choose Class: Fighter, Priest, Thief, or Wizard
- Roll HP: Class die + CON mod (minimum 1)
- Roll Background: d20 for past experience
- Roll Talent: One roll on class table
- Choose Alignment: Lawful, Neutral, or Chaotic
- Starting Gold: 2d6 Γ 5 gp to buy gear
- AC: 10 + DEX mod (modified by armor)
Leveling Up
- XP Needed: Current level Γ 10
- XP Reset: Returns to 0 after leveling
- HP Increase: Roll class HD, add to max HP
- Talent Rolls: At levels 2, 3, 5, 7, 9
- New Spells: Casters learn spells per table
- Title Change: Gain new title each level
Gaining XP
Awarded for treasure found and boons earned:
- 1 gp of treasure = 1 XP
- Completing quests
- Defeating major foes
- Clever solutions
Ancestry Bonuses
| Ancestry | Benefit | Languages |
| Human | One extra talent roll at 1st level | Common + 1 extra |
| Elf | +1 ranged attacks OR +1 spellcasting | Common, Elvish, Sylvan |
| Dwarf | +2 HP, roll HP with advantage | Common, Dwarvish |
| Halfling | Turn invisible 3 rounds, 1/day | Common |
| Half-Orc | +1 melee attack and damage | Common, Orcish |
| Goblin | Can't be surprised | Common, Goblin |