Simple RPG Using a 6-Sided Die
The following is the minimalist RPG system I discussed in my post yesterday. My teammate in creating this was named Maria, per her email address, but I don't have her last name. If that ever becomes available, I'll update it here.
This is a minimalist tabletop role-playing game where players take on the roles of adventurers exploring a fantasy world. The focus is on storytelling, problem-solving, and quick, engaging gameplay. The rules are designed to be easy to learn, making the game accessible to both new and experienced players.
Character Creation:
Each player creates a character by choosing the following:
Name: Choose a name for your character.
Class: Choose one of the following simple classes:
Warrior: Strong and skilled in combat.
Mage: A master of magic and spells.
Rogue: Stealthy and cunning.
Healer: A supportive character who can heal and protect others.
Attributes: Assign the following four attributes. You have 8 points to distribute, with each attribute having a minimum of 1 and a maximum of 4:
Strength (STR): For physical actions and combat.
Agility (AGI): For stealth, speed, and reflexes.
Intelligence (INT): For knowledge, magic, and solving puzzles.
Charisma (CHA): For persuasion, negotiation, and social interactions.
Health: Each character starts with 10 health points.
The Rules:
This game uses a simple 1d6 (one six-sided die) system for resolving actions.
Success Rolls: When a character tries to do something challenging (fighting, casting a spell, sneaking, etc.), they roll 1d6.
Roll equal to or below the relevant attribute to succeed.
If you roll above the attribute, the action fails.
Example: A Mage with 3 Intelligence tries to cast a spell. They roll a d6 and get a 2. The spell succeeds since the roll is equal to or lower than their Intelligence (3).
Initiative Rolls: Before combat, each player rolls one d6 and adds their agility score. Actions are then taken for the remainder of combat in descending order, starting with the character with the
Combat Rolls: During combat, players roll 1d6 for attack.
Warriors add their Strength score to the roll.
Rogues add their Agility.
Mages add Intelligence for magical attacks.
Healers can attack using Strength or cast protective spells using Intelligence.
Enemies have a Difficulty Level (DL) ranging from 2 to 6. To hit an enemy, the player’s total (roll + attribute) must meet or exceed the enemy's DL.
Example: A Warrior with 4 Strength rolls a d6 and gets a 3. The total is 7 which beats the enemy's DL of 5, so the attack succeeds.
Damage: Successful attacks deal 1 point of damage. Enemies and players each have health points (HP). If HP reaches 0, the character is knocked out.
Advantage: When a player has advantage, either through the Guiding Light spell or another means, they roll two d6 and keep the lower score, as it is more likely to succeed.
Healing and Rest:
A Healer can restore 1 HP to a character using their healing ability, requiring an intelligence roll.
After completing an adventure or resting for a night at a safe place, all players regain 5 HP (but no more than their maximum 10).
Leveling Up:
After a major quest or milestone, characters level up. Players can:
Increase one attribute by 1 point (up to a maximum of 5).
Gain an additional 2 health points (max of 15).
Learn a new skill or gain a special ability related to their class (like a powerful spell for Mages or a stealth bonus for Rogues).
Game Master (GM) Guidelines:
The GM is responsible for creating the world, challenges, and enemies. They should:
Keep combat fast-paced by setting simple enemy DLs.
Encourage players to think creatively and solve problems using their attributes.
Allow for a mix of combat, role-playing, and puzzles to keep the game interesting.
Enemy Examples:
Goblin (DL 3, HP 3): Quick and sneaky, but not very strong.
Orc (DL 5, HP 5): Tough and powerful in combat.
Sorcerer (DL 6, HP 4): Strong magical defenses, hard to hit with physical attacks.
Adventure Setup:
Setting: Create a fantasy world with a simple quest (e.g., "Retrieve the stolen artifact from the goblin caves").
Encounters: Plan a few encounters with enemies, traps, or puzzles.
Goal: Reward players with treasure, experience, or magical items upon completing the quest.
Example Play:
GM: "You enter a dark cave. Ahead, you hear the sound of goblins chattering. What do you do?"
Player 1 (Rogue): "I sneak ahead to scout." (Rolls 1d6, gets a 3, which is below their Agility of 4. Success!)
GM: "You sneak forward and see three goblins guarding a chest. They haven't noticed you."
Player 2 (Warrior): "I charge in to attack!" (Rolls 1d6 + STR. Success, deals 1 damage.)
Mage Spells
A mage can choose any one (1) spell to start, and with each new level can learn a new spell, up to 5 total.
Arcane Bolt:
Effect: Shoots a bolt of magical energy at an enemy, dealing 1 damage.
Roll: INT check (Success deals damage).
Mystic Shield:
Effect: Creates a magical barrier around an ally or self, absorbing 1 point of damage for the next turn.
Roll: INT check (success grants protection).
Illusionary Trick:
Effect: Creates a small, harmless illusion to distract or confuse enemies (e.g., a sound, a flickering light, etc).
Roll: INT check (success causes distraction).
Light Orb:
Effect: Summons a floating orb of light, illuminating dark areas for the party.
Roll: INT check (Success lights up the area for 1 hour).
Freeze Touch:
Effect: Touches a target, freezing them in place for one turn.
Roll: INT check (Success immobilizes the target temporarily).
Healer Spells
A healer can choose any one (1) spell to start, and with each new level can learn a new spell, up to 5 total.
Healing Light:
Effect: Restores 1 health point to an ally or self.
Roll: INT check (success heals 1 HP)
Protective Aura:
Effect: Grants an ally or self a temporary shield that blocks 1 point of damage for the next turn.
Roll: INT check (success provides protection).
Revitalizing Touch:
Effect: Removes a negative effect (e.g., poison, paralysis) from an ally.
Roll: INT check (success cures the condition).
Guiding Light:
Effect: Creates a soft glow around the healer or an ally, providing advantage on the next action due to improved visibility or morale.
Roll: INT check (success grants advantage).
Blessing of Strength:
Effect: Temporarily boosts an ally’s Strength by 1 point for one turn.
Roll: INT check (success increases STR for the ally’s next action).
