Cavegirl’s Really Simple D, D & D
(D,D&D stands for Dice, Delves & Dangers, for copyright
reasons).
SO
I WROTE WP&WS, and that’s me taking my idea of basic D&D and making it
stone-aged. And I’m making one that’s the same engine but for world-of-darkness
style urban fantasy with vampires and druggie witches and shit. Here’s the
engine stripped of all the fluffy bits and made generic, so you can hack it for
your own games set in wherever. It’s like 6 pages of a4, so even the thickest
of players can read it and play.
Maybe I’ll put this in a dirt-simple PDF so you can print it out for your lazy-ass
players. You should maybe chuck me a couple of bucks when you do, ‘cos I’m
poor. Hey, it’s 4AM and I’m slightly drunk and writing D&D&D (it’s even
D&Dier because of the extra D), so don’t expect concrete plans from me.
Character
Creation
You
start at level 1, with 0 XP. Note this down. Hopefully, both those numbers will
go up.
Roll 3d6 6 times in order for your base attributes. These give you your six
stats; strength, dexterity, constitution, intelligence, wisdom, charisma.
If
your stats are shit, you can invert them. Flip them so that a 3 becomes an 18,
etc. You can flip all your stats or none.
Record
your modifiers. These depend on the stat’s value.
If
it’s 3 (or less), it has a -3 mod.
If
it’s 4 or 5, the mod is -2.
If
it’s 6, 7 or 8, the mod is -1.
If
it’s between 9 and 12, there’s no mod.
If
it’s 13, 14, or 15, the mod is +1.
If
it’s 16 or 17, the mod is +2.
If
it’s 18 or more, the mod is +3.
If
the attribute changes, so does the modifier, and everything that mod has
adjusted.
Wisdom
is basically for perception, but I’m calling it wisdom still for compatibility
purposes.
Now
pick a class. There are 4 classes: Fighter, Skill Expert, Survivor and
Spellcaster. Fighters kill things, Skill Experts are good at non-combat stuff,
survivors are hard to kill, and spellcasters get magic, which is powerful but
can only solve some problems some of the time.
Next
up is hit-points. These come in flesh (your meat-points), and grit (your plot-armour).
You get a dice of each. Which dice depends on your class. It’s a d4 for
spellcasters, a d6 for experts, a d8 for fighters, and a d10 for survivors.
Roll a dice of each and add your constitution modifier.
When
you take damage, you lose grit first, and then extra damage means you lose
flesh. With no flesh left, you die.
When
you gain a level, you gain a new Grit dice, and so more grit points.
Flesh
and Grit is like my pet houserule, I fucking love it.
After this, your saving throw. This is 16+ for most characters. For survivors,
it is instead 11+. Apply your Constitution modifier backwards to this number (so,
with +2 constitution, you get a 14+ save instead of 16+).
Then, your skills.
Skills start out with a base 1-in-6 chance. If you have a modifier for the
relevant skill, apply it to that chance. The chance can’t go above 6-in-6 or
below 0-in-6.
The
skills that exist are:
Alertness
(wisdom modifier applies)
Athletics
(strength modifier applies)
Charm
(charisma modifier applies)
Medicine
(intelligence modifier applies)
Stealth
(dexterity modifier applies)
Technology
(intelligence modifier applies)
Translation
(intelligence modifier applies)
If
you are a survivor, improve one of your skills by 2. If you’re a spellcaster,
improve either your Charm or Translation by 1. If you’re an expert, you have 6
points to spend; each one improves a skill by 1.
Record
your to-hit bonus. This is your dexterity modifier (for ranged attacks) or your
strength modifier (for melee attacks). If you are a fighter, you add your level
to this. You add your strength to all damage rolls.
If
you are a fighter of a survivor, you get to fight defensively or aggressively without
taking the penalty.
If
you are a spellcaster, you get to cast spells. Pick the source of your power;
faith, the occult, or inner power.
Your
spells are chosen randomly. If your magic comes from inner power, you roll 1,
if it comes from faith, you roll 2, if it comes from the occult, you roll 3. See
the bit later on about magic for more.
1. Cure
Wounds. Heals d6 damage, +1 per level.
2. Magic
Attack. Deals d6 damage, +1 per level, no save allowed. When you get this spell,
pick what type of damage it is (fire, electricity, aging, poison, mutilation,
etc)
3. Invisibility.
Something becomes invisible for 1 turn per level. Violence/other dramatic acts
end the spell early.
4. Unseen
Servant. Lasts 1 turn per level. An invisible force moves things about for you.
5. Animate
dead. Turns a corpse into a zombie (a 1HD undead monster). You can have 1 such
zombie per level.
6. Dispel
magic. Ends a magical effect.
7. Fortune
Telling. Ask the GM a single question, get a yes-or-no-or-N/A answer. 1-in-10
chance the answer is actually inaccurate.
8. New
Ability. Gives the subject creature a new ability, for the duration of the
spell, which is 1 turn per level. Pick one when you roll this spell, abilities
include breathing water, being immune to fire, walking on walls, being able to
see in the dark perfectly. Or ask the GM for something odder.
9. Cure
Sickness. Cures a disease/poison and all related symptoms, instantly.
10. Command.
Make a 2-word command. Victim makes a saving throw, and if they fail obeys.
11. Illusions.
Creates illusions that do whatever you want. Look, sound, smell real, but no
physical presence. If disbelieved, instantly vanish. Illusion lasts 1 turn per
level.
12. Sleep.
1 Victim/level. Save or fall asleep.
Other
spells exist. You might find them in play.
Fluff
your spells however makes sense for the type of character you want to be.
Lastly,
pick equipment. You can have up to 5 items. A Skill Expert gets 6 instead.
Carrying
more than five items (+strength mod) makes you encumbered. -1 on a d6 or -3 on
a d20 to rolls when being weighed down hurts you, and you move at half speed. A
fighter can carry a base of 6 items instead of 5.
Equipment’s
kept generic. Fluff this shit how you want, it might matter later on (maxes
hurt skelingtons better, and werewolves are immune to normal bullets) and it
gives people an idea of your character. Items available are:
·
Light Weapon. (IE knife, blackjack). Doesn’t
count towards encumbrance. Does d6 damage.
·
Hand Weapon. (IE sword, mace). Does d8
damage.
·
Two-handed weapon. (IE greataxe). Does d10
damage. Needs both hands.
·
Polearm. Does d8 damage. Uses two hands.
Can attack from a second rank.
·
Thrown weapon. Does d6 damage, ranged. You
get 5.
·
Heavy ranged weapon. (IE crossbows, guns).
Does d10 damage. Requires ammunition. Does not use strength mod for damage.
Takes a turn to reload.
·
Simple ranged weapon. (IE bows, slings). Does
d8 damage. Requires ammunition. DOES use strength for damage.
·
10 units of ammunition.
·
Light armour (IE leather). Base AC 12.
Does not count towards encumbrance.
·
Medium armour. Base AC 14.
·
Heavy Armour. Base AC 16. Counts twice
towards encumbrance.
·
Shield. Uses a hand. +1 AC
·
Light source. Uses a hand.
·
Rope. Uses a hand.
·
Holy Symbol.
·
Pitons (10).
·
Poison. Save, or does 10 damage. 5 doses.
·
Craftsmans tools. +1 to technology rolls.
·
Healing kit. +1 to medicine rolls.
·
Camouflage. +1 to stealth rolls.
·
Oil. Does d6 damage when it sets stuff on
fire (save avoids).
·
Fire-source (IE matches). Does not count
towards encumbrance.
·
Writing tools. Does not count towards
encumbrance.
·
10 foot pole. You can tell it’s OSR by the
ten-foot-poles.
·
Nice clothes and stuff. Doesn’t encumber
you. Useless, except for impressing people.
·
Other shit. Ask your GM if you want
something weird or cool that’s not on the list.
At
this point, you’re basically done. Your AC (armour class) is a base of 10 if
unarmoured, or else set by your armour. Modify this by your dexterity modifier. Come
up with a name. Come up with some basics. Why are you adventuring? Where do
your spells come from if you’re a spellcaster? Etc etc.
You’re
a level 1 character with no XP, so you’ve not done anything badass yet, nor are
you important. You don’t really have a backstory. Badass stuff, backstory and
importance will come when you gain some levels.
Your race is entirely a fiction thing, and has no rules attached. You can pick
your species, but if your GM thinks your species is stupid, you’re human
instead.
Rules:
Time.
An
exploration turn is 10 minutes. An exploration turn lets you explore a room, go
down a corridor, etc. A combat round is 10 seconds, long enough to attack once.
THESE ARE DIFFERENT. JEEZ PEOPLE.
You
all know how long a day is.
Bad shit.
You die if you hit 0 flesh.
You
die if an attribute hits 0.
You
die if the GM says so, although they should probably give you a save. They don’t
have to, though, maybe if you git gud this won’t happen to you.
Stuff
might break if the GM thinks you’ve been misusing it (you drop your torch in
water, use your sword to jam a big door open, or whatever). Roll a d6. On a 1,
it breaks and is useless. On a 2 or 3, it’s damaged; -1 to all rolls in future.
Use
the breaking system to see if you run out of supplies, maybe? And to see if
your light goes out.
Poison
is make a saving throw or a bad thing happens.
Diseases and parasites are make a saving throw every so often, and a bad thing
happens if you fail. You recover if you pass twice in a row.
In
pitch darkness, if you fail a roll, something hilariously bad happens: you fall
off something, hit your ally by mistake, break something.
Going
Mad probably fucks with how you gain XP and levels, or maybe you just roleplay
some shit. Your GM will tell you what sort of crazy you are.
Skill rolls.
Roll
X or less on a d6 to succeed, where X is your chance in 6. So, if you’ve got 2-in-6
chance, roll a 1 or 2 to succeed.
If
you’ve got 0-in-6, roll 2d6, and pass if both are 1s.
If
you’ve got 6-in=6, roll 2d6. Fail if both are 6s, otherwise pick 1.
YOU
WANT TO ROLL LOW HERE. JEEZ PEOPLE, THIS SHOULDN’T CONFUSE THE PLAYTESTERS SO
MUCH.
Saves.
Roll
that much or more on a d20, or bad shit happens to you. Some books give this an
entire page of its own, can you believe it?
XP and Levels.
When
you recover treasure, get as many XP as its value in cash. (IE a crown you sell
for 200 gold is worth 200 XP)
When
your XP total is high enough, you gain a level. You get level 2 when you have
200 XP. The amount doubles for each level after that Level 3 is 400 XP, level 4
is 800, level 4 is 1600, then 3200, 6400, 12800, 25600, 51200). You don’t gain
levels after level 10.
When
you gain a level:
·
You get an extra dice of grit.
·
Your save improves by 1.
·
You get +1 to hit, if you’re a fighter.
·
You learn a new random spell, if you’re a
spellcaster. Random, or the GM picks based on what you’ve been doing. It might
be a spell not on the starting list.
·
You get 2 more skill points, if you’re a
skill expert.
·
A survivor improves that skill they put a
point in at level 3, 6 and 9.
When
you hit level 10, maybe you get a castle or a cult or something.
Healing.
Grit
comes back when you rest for turn. All of
it.
You
heal 1 flesh when you sleep at night. +1 flesh if you slept somewhere nice,
like an inn.
You
can be treated if you’ve lost flesh. They roll their Medicine Skill. If they
succeed, then you heal them by the amount on the dice; the healing kicks in
when you next sleep. If you fail, then you take 1 more damage immediately. This
takes a turn to do. You can do it as much as you want.
Encounters.
The
party picks a leader. Use their skill rolls for everything. It’s just a rules
thing, they aren’t in charge, we just care about their stats more.
Surprise:
Both
sides roll Alertness. If both sides pass, then they see each other a way away and
approach. If both fail, they blunder into each other suddenly. If only one side
passes, that side catches the other by surprise. They can get into position and
then get a free round’s worth of actions.
Reactions:
Roll
Charm. If you pass, they’ll talk, if you fail they’re hostile.
Initiative:
Flip
a coin. First everybody on one side goes, then everybody on the other.
Attacking:
Roll
d20 + attack mod. You hit if you get the victim’s AC or better. Roll damage
based on weapon type. They lose this much from grit, then flesh. A 20 to hit
deals damage straight to flesh. An attack from ambush deal damage straight to
flesh.
Unarmed
attacks deal d4 damage.
Combat actions:
·
Attack. Roll to hit and damage.
·
Move and attack.
·
Draw/drop an item and attack.
·
Fight defensively. +2 AC, -2 to hit.
·
Fight recklessly. +2 to hit, -2 AC.
·
Aim. Do nothing this turn. Next turn, +4
to hit.
·
Sneak attack. Roll Stealth. Your next
attack goes straight to flesh.
·
Cast a spell. See the magic section.
·
Wrestle. You roll d20+strength mod. They
roll d20+something. If you win, you get to grab them, take something they’re
holding, make an attack vs them damage them if you’re already wrestling
(regardless of who’s winning) or pin them if they were already grabbed.
Morale:
If
the enemy might run a way, roll charm. If you pass, they flee, otherwise they
don’t. Roll to check only when shit’s going REALLY bad for them.
Fleeing:
You
both roll athletics. If both pass or fail, then the chase continues for another
round. If the run-away-er passes and the chaser fails, the run-away-er gets
away. If the chaser passes and the run-away-er fails, the chaser catches up and
gets a free attack.
Tracking
sneaky enemies works the same. The tracker rolls alertness, the sneaker rolls
stealth. This takes a turn.
Magic
How
you cast spells varies. Like I said in CGen, you get to pick Faith (for clerics
and mystics and stuff), The Occult (for brainy types using spellbooks) or Inner
Power (for psychics, supernatural creatures like vampires and elves who get
magic without trying and so on.
Magic
should be weird and a bit scary. Not mundane and easily quantified. It also,
however, shouldn’t devolve into a giant fractal nightmare of random tables
every time you cast. So most spellcasters can safely cast spells most of the
time, but if they push their luck it gets riskier. This is a TRAP and you
SHOULDN’T DO IT but whenever I play a caster I always do because frankly my
head exploding when I try to cast Cure is hilarious.
If
you picked Faith, each time you try to cast, make a Charm roll to see if your
god listens. On a success, cast successfully. On a fail, roll d4:
1. Your
god demands a sacrifice (GM choses what). You can’t cast spells until you
provide that sacrifice.
2. The
spell fails. Your god places a restriction on you (GM choses something). No
spells can be cast for the rest of the day if you break that restriction, and
you take d6 damage.
3. The
spell just fails.
4. The
spells succeeds. A Magical Fuckup happens, roll for it.
If
you picked the Occult, you have a spellbook. Your spellbook has all your spells
in it. With your spellbook you can either cast a spell (taking a turn to do
it), or memorize the spell: this takes a turn, and ‘hangs’ the spell almost
complete. You can have 1 spell memorized at a time, per level. You can finish
casting a spell that you memorized instantly.
You
can put new spells in your spellbook if you can study them. Doing this requires
a translation roll and a magical ingredient (the GM picks one). If the
translation roll is failed, a Magical Fuckup happens.
If
you picked Inner Power, you can cast as much as you want. Each time you do, it
deals 1 damage to your flesh, that only heals by sleeping.
Most
other games give spells ‘levels’. Ignore ‘em. Some spells are better than
others, and the GM just doesn’t put spells in the game they don’t want.
Any
spellcaster can cast experimental magic. This lets them make a spell do
something it wouldn’t normally: it’s effect is inverted, applied to a different
target, condensed, stretched out or used for something weird. The spell can’t
just be made better at what it already does.
When
you do experimental magic, make a Saving throw. If the roll is failed, the
spell is wasted, and a Magical Fuckup happens.
Magical
fuckups (roll here or pick a more fun table).
1. Something
minor and spooky.
2. The
Caster takes d6 damage. Magic Is Bad For Your Health.
3. Everybody
takes d6 damage. KABOOM.
4. The
caster is mutated somehow.
5. Everybody
is mutated somehow, saving throw resists.
6. The
environment is made dangerous (on fire, reverse gravity, angry trees).
7. The
caster goes a bit crazy. Magic will open your mind.
8. Everybody
goes a bit crazy, saving throw resists. I CAN SEE FOREVER.
9. Some
sort of horrible monster shows up, it’s your fault.
10. Something
REALLY FUCKING BAD happens. You FUCKED UP. GM, make this one nasty as hell.
Optional
Rules!
Multiclass characters.
Pick
two classes. Get the better saves and HP from the class you picked, and all the
benefits of both. It costs you double to level up.
Bleeding
out.
When
you hit 0 flesh, you pass out, and bleed for some rounds, and THEN die. You bleed for as many rounds as your level,
modified by constitution. A successful medicine roll can slow the bleeding to
turns. Or it can give you 1 flesh back, if you’re on 0. Or if you’re bleeding
in turns, it stops it entirely. Or it wakes you up again.
You
might start bleeding even if you’re not on 0 hits if, say, a vampire bites you.
Horrible
Wounds.
If
you hit 0 flesh, make a Save. On a failure, you die. On a success, the hit
fucks you up in some way (GM’s choice). You might lose an eye, be made ugly by scars,
have a leg chopped off, lose fingers, get brain damage, or something else.
Switching Class.
You can do this only if there’s a really good fucking reason. (A faith-based
spellcaster might be rejected by their god and become a fighter, or a
previously pacifist survivor might go kill-crazy and become a fighter, or a
skill expert might make a pact with something eldritch and become a
spellcaster). You go down a level when you do this.
More
Complex Saves.
Apply
Strength against Paralysis/webs/restraints. Apply Dexterity vs Dragon
Breath/explosions/lightning bolts/lazers. Apply Constitution vs
Poison/sickness/inexplicable death. Apply Intelligence vs Magic Items/traps/machinery.
Apply wisdom vs Spells/magic effects/psychic monsters. Apply Charisma vs Mind
Control/temptation/looking like an idiot.
Spells
Having Levels.
I guess you can put this in. I CBA to do the maths, though. Use another game’s system.
This is good. I particularly like the medicine rule, and fleeing and tracking.
ReplyDeleteDo you rule that Grit can be regained by resting if you have lost flesh? Or do you have to regain all flesh before getting your grit back?
the former, but I tend to be more picky about how good your rest needs to be the worse your injuries to flesh are.
DeleteSome really cool basic ideas here. Very nice foundation to build on.
ReplyDeleteI do really like the Flesh/Grit system. I've seen and used a couple of similar mechanics, but this seems like the cleanest of them.
So many good ideas here! Thanks for sharing.
ReplyDeleteThis is a great set of rules love it thanks for sharing
ReplyDelete