thomax / DDD

Dungeons & Dragons & Diapers

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Dungeons & Dragons & Diapers

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.

Stats

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

Create a character

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

Race

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

Experience

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.

Hit Points (HP)

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

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

Movement

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.

Doing stuff

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

Combat

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

Abilities

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

Magic/spells

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.

Magic items

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

Monsters

Some monster examples to get you started

Goblin

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

Goblin shaman

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

Troll

Stat Effect
Magic 0
Slic 2
Combic 30
HP 400
Defense 15
Move 7
Special Large. Alert. Turned permanently to stone by sunlight.

Black dragon

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

Diaper demon

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.

Rust Monster

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)

Mimic

Stat Effect
Magic 5
Slic 15
Combic 10
HP 120
Defense 5
Move 3
Special Shapechange (assume form of any inanimate object)

Minotaur

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)

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Dungeons & Dragons & Diapers

License:Mozilla Public License 2.0