goblinpunch.blogspot.com shared under a Creative Commons Attribution-onCommercial-!hareAli"e 3.0 #nported $icense Dungeon %asters& 'his is (ust a na"ed character creation pac"et. )t e*plains ho+ to create a level 1 character and get rolling on the day o, the game, but absolutely nothing else. )t is assumed that the D% is a badass +ho can e*plain the other rules on the ,ly. 'his document also hopes to e*plain a couple o, the distinctions that trip up ne+ players -li"e ability score vs ability bonus.. 'he rules are shame,ully minimal adaptation o, an already-minimal game, but it s not ' so barebones that these characters couldn t easily plug into other retroclones. ' /layers& Don t thin" that (ust because these rules are simple that the game is straight,or+ard. ' 'here are many e*amples o, 0/1s that are clogged +ith rules that ma"e it more complicated -or realistic. +ithout ma"ing it more tactical -or giving you more options in combat.. 'he choices that players ma"e in old-school games -li"e this one. are the choices o, heroes in action movies -should ) s+im to the other boat or try to scare the pirate2. and not a chess player -should ) move ,or+ard 3 spaces or 4 spaces2. ), you haven t played a tabletop 0/1 be,ore, (ust "no+ that it s sort an imagination- ' ' po+ered adventure game. )nstead o, dividing the +orld up into a grid and giving you 3 speci,ic options per turn -e.g. 5inal 5antasy 'actics., this game aspires to give you a +ide-open +orld to e*plore. 6our choices are modulated by your character -+hether you are strong or de*trous or +ise., but at the same time, i, something +ould be a good idea in real li,e, it s also going to be a good idea in this game. ' ), you have played tabletop 0/1s be,ore, this might be a departure ,or you. )t s less ' o, a tactical challenge and more o, a creativity engine. Combat is ,ast and deadly. 'he lac" o, s"ill system means that problems must be approached +ith common sense. And encounters aren t balanced, so running a+ay is sometimes the best option. ' Di ce Shorthand 7e ll abbreviate di,,erent dice using the convention o, 8d6, +here 8 is the number ' o, the dice and 6 is the si9e o, the dice. !o, i, you see 3d:, that means to roll a trio o, si*-sided dice and sum the results. Race 6ou ll notice that certain classes a,,ect ho+ your ability scores are generated. 'hat ll ' ' be covered in the ne*t section. Don t +orry i, you don t understand all this at ,irst. ' ' All o, the mechanics mentioned here +ill be e*plained in the ne*t 4 pages. ;umans !inc humans made this game, they re the most generic and versatile. ' 7hen rolling ability scores ,or a human, you may reroll one AD s+itch t+o -instead o, (ust one or the other.. D+arves 1 Constitution, -1 Charisma. + !peed 3 -other races have speed 3. but your speed can never drop belo+ 2. D+arves get 2 to save against poison and disease. + 'hey can <see= heat -in,ravision., so all penalties ,or dar"ness are halved. >lves 1 )ntelligence, -1 Constitution + >lves get 2 to save against magic and paralysis, but -2 to save against disease. + ?nce per day, they can spea" +ith plants. ;al,li ngs -;obbi ts. 1 De*terity, -1 !trength + 7eapons and armor must be small si9ed -human armor no, goblin armor yes.. = = 'hey can ,it in small places and get no penalties ,or ,ighting in cramped @uarters. ;al,lings are luc"y, and get 1 to save against everything. + Deci di ng ?n a 0ace 0ace is meant to help you de,ine your character strongly +ithout having a huge impact on your ability to ,ul,ill your character concept. ), a player really +ants to ma"e a D+arven archer, they shouldn t be penali9ed ,or it. ' ;ere s another tip& ability scores don t matter that much -player s"ill does.. !o thin" ' ' less about ho+ to build the per,ect ,ighting machine and more about ho+ to build the character you thin" you d have the most ,un playing. ' Abi li ty Scores >ven be,ore you learned any s"ills, you had some de,ining characteristics. %aybe you +ere stronger than other people, or smarter. 'hese things are represented by your Ability !cores. 6ou have : o, them. !trength is being able to crush a tomato. De*teri ty is being able to dodge a tomato, or thro+ one. Consti tuti on is being able to eat a bad tomato. )ntelli gence is "no+ing that a tomato is a ,ruit. 7i sdom is "no+ing not to put a tomato in a ,ruit salad, or notice the tomato be,ore you eat the salad. Chari sma is being able to sell a tomato-based ,ruit salad. 7e ll assign each o, these a value by rolling 3d: ,or each one, in order. !o, each ' ability score should be bet+een 3 and 1A, +ith an average o, 10.4. And because you should have some ,le*ibility you may either& reroll one ability score, ?0 s+itch t+o ability scores A,ter you ,inali9e your ability scores, you can apply your racial ability score modi,iers. 7e ll use your ability scores to modulate play. 5or e*ample, stronger characters have ' a better chance to "noc" do+n a door, so +e ll ,actor your !trength into those roll- ' based calculations. ;o+ever, each ability score is a large number, and isn t convenient to add and ' subtract all the time, so +e ll also have a thing called an ability score modi,ier, +hich ' is li"e a smaller re,lection. >ach ability score modi,ier is calculated li"e this& 0a+ !core 3 or less 3 to A B to 12 13 to 1C 1A or more %odi,ier -2 -1 0 + 1 + 2 + otice that each ability score has a 0a+ !core, +hich is di,,erent ,rom the %odi ,i er. 6our D% may as" you to roll under your ra+ scores ,or certain things, +hile the modi,ier is usually applied to di,,erent "inds o, d20 rolls. ;ere s an e*ample o, a completed set o, ability scores -and modi,iers.& ' !trength 12 De* 13 - 1. + Con C --1. )nt 1: - 1. + 7is B Cha 11 More Essenti al Numbers >veryone has a ,e+ more numbers associated +ith their character. 7e ll calculate ' these no+. ;i t /oi nts Also, "no+n as ;/, this can better be described as <don t-get-hit points=. 'hey ' represent your ability to dodge, parry, duc", and avoid incoming damage. !ome hit points are ,lesh +ounds, that bleed on your tunic. ?thers tire out your shield arm. >ither +ay, once you are out o, ;/, all damage becomes lethal, since you can no longer de,end yoursel,. 6our D% may allo+ you to reroll 1s or 2s, but here is the traditional method& 6our ;/ 1d: D- your Constitution modi,ier. = + !ave )n the olden days, i, a deathspider bit you, you died. !aving thro+s +ere invented to give character s second chances, and represent your ability to escape a near death ' situation by sheer luc" or ,orce o, personality. ), your D% says, <ma"e a save= that means to roll a d20. ), the result is less-than-or-e@ual to your !ave value, you succeed, and avoid a terrible ,ate. 6our !ave : D- your Charisma modi,ier. = + %elee and 0anged Attac" 'his represents ho+ accurate your attac"s are in combat. 7hen you +ant to attac" someone, roll a d20 and add your melee attac" bonus -i, you are ma"ing a melee attac".. ), the result is greater-than-or-e@ual-to the target s Armor Class, the attac" ' hits, and you roll ,or damage. %elee Attac" Eonus !trength modi,ier. -usually used ,or melee attac"s. = 0anged Attac" Eonus De*terity modi,ier. -usually used ,or ranged attac"s. = Armor Class -AC. 'his number represents ho+ +ell you can avoid getting hit in combat. 'he higher the better. 6our AC 10 De*terity modi,ier Armor ;eld )tem = + + + Armor values can vary bet+een 2 -,or leather armor. to : -,or plate mail.. ;eld items can help you parry blo+s. Any reasonable ob(ect can help you de,end. >ven a dagger -or a toaster. gives you 1 AC. + !hields are even better, and give you 2 AC. + Ee a+are, ho+ever, that +earing heavier armor slo+s you do+n, and ma"es it harder to escape combat. Class 7hat sort or role do you play in the party2 7hat s your bac"ground2 /ic" one. ' 7arri or 1 ;/ + 1 to attac" rolls + 1Dday, you may sacri,ice a held item to avoid an enemy blo+ Cleri c 6ou have a ,aith point that you can use to pray ,or stu,,. )t regenerates every day. 'hings you can pray ,or& ;ealing ;eal someone ,or 1d: 1 ;/ or give them a ne+ save vs poison. + 0emove Curse ;as a chance to remove a curse ,rom an ob(ect or person. Elessing 1ive someone 1 to hit and damage ,or 1 hour. + ?mens 6our god grants you a vision o, ,uture events and perils. 'urn #ndead #ndead creatures ,lee ,rom your holiness. 'his is ,or a generic cleric. ), you +ant to ma"e a cleric ,or a di,,erent sort o, god, tal" to your D% about either adding to these 4 abilities or replacing some o, them. 7i 9ard 6ou can memori9e one spell per day. Casting the spell causes you to ,orget it. 6our spellboo" +ill contain 1d3 o, the ,ollo+ing spells, determined randomly. 1 F !leep /ut multiple ad(acent ,oes to sleep. 2 F Detect %agic %agical things glo+ ,or a ,e+ seconds. 3 F %agic %issile Deals 1d3 1 damage to a ,oe. ever misses, even at range. + 3 F $oc"D#nloc" )nstantly loc" or unloc" something. 4 F Create 5ire $ight a torch or set something on ,ire. : F )nvisibility Eecome invisible ,or 1 minute or until you touch someone. 'his is ,or a generic +i9ard. ), you +ant to be a di,,erent sort o, +i9ard, tal" to you D% about starting +ith di,,erent spells than the above list. 'hi e, 6ou deal double damage +hen you bac"stab someone. 6ou have an improved chance o, doing the ,ollo+ing things& Climbing, /ic"ing /oc"ets, %oving !ilently, ;iding in !hado+s, /ic"ing $oc"s -ot much o, an improved chance, though. . . so don t depend on thie, s"ills.. ' Creati ng an ?,,-$abel Character 'he races and classes presented above are both a+esome and pretty classic. 'rivia& the original game had only three classes -the 'hie, came later.. Eut i, these don t ' appeal to you, tal" to your D%. 7ant to be a el, +ho can turn into a ,erret2 'hat s ' not going to brea" the game. 'he D% +ill probably say yes, and help you hammer out the details. Heali ng Don t thin" that you need a healer. 6ou can bene,it ,rom each o, these 1Dday. ' !leeping ,or the night +ill restore your ;/ to ,ull. >ating $unch +ill also restore your ;/ to ,ull. 'his ta"es an hour. Drin"ing boo9e can restore 1d3 ;/. )nspiration -speeches, compliments, slapping a dying guy and shouting <$iveG Damn youG 6ou ve got to $)H>G=. can also restore 1d3 ;/. ' Weapons Iui c" 7eapons 'hese use your De* bonus to attac", and deal 1d: damage. Daggers can be thro+n. !tilettos can be easily concealed. %edi um 7eapons 'hese use either your De* or !tr bonus to attac", and deal 1d: D- !tr damage. + Clubs can be used to "noc" creatures unconcious. !+ords get 1 to hit humanoids. + A*es deal 3* damage on a crit. 7arhammers deal 2* damage to prone -laying do+n. targets. !pears can be thro+n. /o+er,ul 7eapons 'hese use your !tr bonus to attac", use 2 hands, and deal 1dA D- !tr damage. + 'hey also have long reach, +hich allo+s you to attac" over an ally s bac". ' $ongspears can be readied against a charge, dealing 2* damage i, they hit. ;alberds deal 3* damage on a crit. 7hat to do +i th 6our ?ther ;and An empty hand can pic" things up or use an item on your belt -e.g. a potion.. 6ou can hold a torch ,or those dar" places. 6ou can hold your +eapon +ith a double-handed grip and do 1 damage. + 6ou can hold a second +eapon and get 1 to hit. + 6ou can hold a shield and get 1 to Armor Class. + 6ou can cast a spell, i, you are a +i9ard. Playi ng the game 'here are three basic types o, rolls your D% +ill have you ma"e to interact +ith the game. 'here are others, but these are probably the most common. Attac" rolls are used to determine i, you success,ully hit a target. 6ou +ill roll a d20, add your melee attac" bonus or ranged attac" bonus -as appropriate. and compare your result to the target s armor class -AC.. ), this sum -your attac" roll. is ' at least as high as your target s AC, the attac" hits and you +ill roll damage based ' on the +eapon. Attac"s against you are made against your AC, +hich is +hy armor is so good to have -since it increases your AC.. !tat chec"s are made +hen you are interacting +ith the +orld in other +ays -aside ,rom trying to hit it.. 'his is used ,or actions +hose outcome is uncertain. !o i, you are trying to pic" up a roc", the roc" is either -a. so small that it s automatic, -b. so ' huge it s impossible, or -c. challenging but possible, so a strength chec" is re@uired. ' !aves are rolled +hen something terrible happens to you. 'hey sometimes allo+ you to escape certain death, li"e +hen giant blac" +ido+ bites you. 'o ma"e a save, (ust roll a d20 and get a result e@ual to your !ave value or lo+er. Closi ng houghts 'hat s all you need ,or your ,irst session. 'hings li"e starting gold and e@uipment can ' be handled then. 'he most important thing to remember +hen playing is that common sense al+ays trumps the rules. 6our D% should also e*plain the rules be,ore you commit to any action in the game, so don t i, you don t understand something, as". ' ' 1ameplay +ill occur as the D% e*plains +hat sort o, situation your characters are in, then you +ill describe +hat actions you +ish your characters to ta"e. !ome actions are impossible, some actions are automatic, and everything else in bet+een is resolved +ith the dice. 7hen roleplaying your character interacting +ith /Cs -non-player characters., thin" about their motivations. 7hat do they +ant2 7hat do they ,ear2 /Cs in the game +ill act according to their instincts and personalities, so treat them that +ay. )t s an adventure, so go do adventurous thingsG ), you ,uc" up and die, it only ta"es ' 4 minutes to roll up a ne+ character, so you +on t be out o, the action ,or long. ' And al+ays, al+ays remember that most o, your choices aren t +ritten do+n on your ' character sheet. 'here s a +hole +orld out there. ' Name portrait Race Class !P HP Armor class Sa"e Strength De#terity Constitution $ntelligence Wisdom Charisma melee Attac%bonus ranged attac% bonus Special Abilities Weapons $n"entory &ealth