An ultra light-weight TTRPG system. Less rules, more fun. Examples below give a medieval fantasy flavor, but you'll find that making DDD work for any type of setting is easy.
There are 3 stats: Magic
, Slic
and Combic
.
Stat | What |
---|---|
Magic |
Anything related to magic and spells and stuff |
Slic |
Anything related to sneaking, hiding, deception, perception, social, acting, acrobatics etc |
Combic |
Anything related to physical combat |
A player character (PC) starts out with 20 experience points (XP
). These points are divided freely between the three stats. Depending on how these are split, you get a different "class" or "archetype". Mix however you like, or go with one of these examples:
Stat | Barbaris | Trickster | Hypnoticos | Pistolero | Wizard | Joe |
---|---|---|---|---|---|---|
Magic |
0 | 2 | 10 | 3 | 15 | 6 |
Slic |
5 | 14 | 7 | 6 | 2 | 7 |
Combic |
15 | 4 | 3 | 11 | 3 | 7 |
Want to play an elf? Sure you do! Here's how races work. Check the table below, add/subtract stats and gain the abilities listed. See below for more abilities.
Race | Stat + | Stat - | Abilities |
---|---|---|---|
Centaur | +2 combat | -2 sly | Large, fast |
Dwarf | +2 combat | -2 magic | Slow, tough |
Elf | +2 magic | -2 combat | Nightvision |
Gnome | +2 magic | -2 combat | Small |
Goblin | +2 sly | -2 magic | Small, goldnose, ugly |
Grootish | +2 combat | -2 magic | Hardy |
Halfling | +2 sly | -2 combat | Small |
Human | +1 any | -1 any | Lucky |
Orc | +2 combat | -2 magic | Tough |
Robot | +2 combat | -2 sly | Iron health |
Each game session, all PCs present gain one point of XP
at session start, and another point of XP
at the end of the session.
HP
= XP
* 5. Your HP
equals the number of XP
a character has gained, multiplied by 5. E.g. 20 XP
would result in a character with 100 HP
.
Defense
reduces the amount of damage received. E.g. you have 5 defense and a troll hits you for 23 damage: 23 - 5 = 18 damage taken. A PC has 0 defense, but can armor up to improve:
Gear | Bonus |
---|---|
Leather armor | 1 |
Chain mail | 4 |
Plate mail | 8 |
Small* shield | 1 |
Medium* shield | 2 |
Large* shield | 4 |
- relative to body size
A character can move 5. Five what? Exactly. If you want to use a battlemap for tactical combat, move
represents the number of squares a PC can move per round. If you really need to translate that number to meters, multiply move
value by 3 to get meters.
When it's your turn you can do one thing, e.g. move, attack, cast a spell, hide behind a bush, etc. Declare what the PC wants to do. The GM decalares what the Difficulty
is (see table below for guidance). You roll a d20 and add the appropriate stat value (Magic
, Slic
or Combic
). If the total is equal or higher to the difficulty
, it's a success. If you roll 20, it's an extraordinary success.
Description | Difficulty |
---|---|
Walk in the park | 5 |
Trivial | 8 |
Easy | 10 |
Doable | 12 |
A bit tricky | 15 |
Rather tricky | 20 |
Difficult | 15 |
Very difficult | 35 |
Nearly impossible | 40 |
Impossible | 50 |
Declare who/what you want to attack. The GM decalares what the Difficulty
is (see the Doing stuff table). As a default, hitting somebody is "A bit tricky". You roll a d20 and add your Combic
value and your weapon bonus. If the total is below the difficulty
, you miss. If it's greater or equal, the total number is also the damage you deal to your enemy.
Weapon | Bonus | Special |
---|---|---|
Dagger/knife | 1 | 1h |
Club/bat | 1 | 1h |
Shortsword | 3 | 1h |
Longsword | 6 | 1h |
Shield bash | 2 | 1h |
Hand axe | 4 | 1h |
Hammertime | 5 | 1h |
Battle axe | 6 | 1h |
Greataxe | 8 | 2h |
Greatsword | 8 | 2h |
Maul | 7 | 2h |
Spear | 5 | 2h |
Flintlock pistol | 3 | 1h, range 50 |
Shortbow | 2 | 2h, range 100 |
Longbow | 4 | 2h, range 300 |
Crossbow | 5 | 2h, range 150 |
You get abilities from your race
(see above), or buy them for XP
(WIP, more to come on this). Abilities stack, apply instances cumulatively, e.g. Hardy 3
bestows +15 defense
.
Ability | Effect |
---|---|
Alert | +10 perception |
Bouncy | +10 jump |
Crit attack | Attacks bypass target defense |
Extra attack | +1 number of attacks each round |
Fast | +2 move |
Goldnose | Can sniff out gold within 30 meters |
Hardy | +5 defense |
Healer | Can heal a number of HP equal to your own XP |
Hidey | +10 hide |
Iron belly | Ignore most poison |
Iron health | Ignore most diseases |
Iron fist | +4 when attacking without a weapon |
Just ate | You are nourished as if you just ate a nice meal |
Large | +1 move , +4 when attacked |
Lucky | 1/day reroll a d20 if you're unhappy with the result. You must take the second roll. |
Nightvision | Can see in the dark |
Slow | -2 move |
Small | -1 move , -4 when attacked |
Tough | HP = XP * 6 (instead of * 5) |
Ugly | -10 on social interactions |
Works the same way as Doing stuff
. Declare what you want to do --> GM declares difficulty -> Roll d20 and add Magic
stat --> resolve what happens depending on success or failure.
There are naturally magic items! Here are some examples:
Item | Effect |
---|---|
Magic sword | +3 combic when wielded, 1/encounter gain the Crit attack abilty |
Enchanted pistol | +3 combic , on hit pushes target backwards |
Magic shield | +3 defense when wielded |
Magic wand | +3 magic when wielded |
Magic garb | +3 defense when worn, can apply to armor or clothes |
Ring of Protection | You gain the Hardy ability |
Ring of Jumping | You gain the Bouncy 2 ability (i.e. +20 jump) |
Amulett of Fire | All attacks (spells or combat) deal 5 extra fire damage which bypasses defense |
Flying carpet | Flies at a speed of 10 with up to 400 kg load. Can move vertically, controlled mentally by the owner |
Bag of Holding | A magic bag which can hold up to 1000 kg or up to 1000 liters of content. Content must fit into an opening of 50 cm |
Nightvision goggles | You gain the Nightvision ability, but can only see shades of gray |
Some monster examples to get you started
Stat | Effect |
---|---|
Magic |
0 |
Slic |
10 |
Combic |
5 |
HP |
30 |
Defense |
5 |
Move |
3 |
Special |
Hidey . Goblins are cowards unless they outnumber their enemies at least 2:1 |
Stat | Effect |
---|---|
Magic |
10 |
Slic |
8 |
Combic |
1 |
HP |
50 |
Defense |
3 |
Move |
3 |
Special |
Hidey . Goblins are cowards unless they outnumber their enemies at least 2:1 |
Stat | Effect |
---|---|
Magic |
0 |
Slic |
2 |
Combic |
30 |
HP |
400 |
Defense |
15 |
Move |
7 |
Special |
Large . Alert . Turned permanently to stone by sunlight. |
Stat | Effect |
---|---|
Magic |
10 |
Slic |
10 |
Combic |
30 |
HP |
600 |
Defense |
30 |
Move |
5, flying 15 |
Special |
Large 2 . Goldnose 5 . Special attack: Acid breath, 10m cone |
Stat | Effect |
---|---|
Magic |
7 |
Slic |
8 |
Combic |
23 |
HP |
250 |
Defense |
10 |
Move |
9 |
Special |
Large . Special attack: Fling blotches of poo which poisons all creatures in a 10m diameter circle. |
Stat | Effect |
---|---|
Magic |
1 |
Slic |
10 |
Combic |
5 |
HP |
80 |
Defense |
5 |
Move |
5 |
Special |
Metal Detection (senses metal within 20 meters), Antennae Touch (disintegrates metal) |
Stat | Effect |
---|---|
Magic |
5 |
Slic |
15 |
Combic |
10 |
HP |
120 |
Defense |
5 |
Move |
3 |
Special |
Shapechange (assume form of any inanimate object) |
Stat | Effect |
---|---|
Magic |
0 |
Slic |
5 |
Combic |
20 |
HP |
180 |
Defense |
10 |
Move |
6 |
Special |
Charge (if able to move 5 in a straight line, double move and attack with bonus +5) |