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) |