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Simple Dungeon Crawler Rules

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Apr 26th, 2023
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  1. Welcome to No bullshit just a simple Dungeon Crawl: D6 edition.
  2. System is based on 2d6s, ou will roll this, no crits.
  3. Formations. People in front can use Melee and Spells.
  4. People in the back can use Ranged and Spells. You can switch Formations mid battle but someone needs yo take the spot. this is mean to be Theatre of the mind kind of game. For the Action economy everyone gets only one action, you can either use an item attack or cast a spell. Changing formation is a free action. You can always run away from a room, but be carful Monsters might follow.
  5. Roll up a character 2d6 for stats, no rerolls
  6. stat number mod
  7. Stat 2 3 4 5 6 7 8 9 10 11 12
  8. Mod -3 -2 -2 -1 -1 0 +1 +1 +2 +2 +3
  9.  
  10. Classes: Paladin Cleric Ranger Mage
  11. HP: 1d10+10 1d6+6 1d8+8 1d4+4
  12.  
  13. Paladin can wear any armor
  14. Cleric can wear Light armor
  15. Ranger can wear Medium and Light
  16. Mage can't wear any armor
  17.  
  18. Stats: All stats are caped at 12
  19. Strength - Bonus to Damage Rolls (not applied to spells)
  20. Dexterity - Your Hit DC (What monsters need to Roll or above to hit you)
  21. Proficiency - Bonus to Hit
  22. Intelligence- Bonus to Hit Dice Roll (Not the DnD kind, here Hid Dice is a d6)
  23.  
  24. Armor reduces the damage you take, but it reduces your dexterity too.
  25. No armor -0 Dmg Taken but -0 Dex
  26. Light -1d4 Dmg Taken but -1 Dex
  27. Medium -1d6+1 Dmg Taken but -2 Dex
  28. Heavy -1d8+2 Dmg Taken but -3 Dex
  29. Weapons: You can pick 2. If you don't pick a weapon you get 5 Gold Coins. You can start without a weapon if your team agrees.
  30. Letters represent a class that can use it.
  31. Weapon Damage Additional|
  32. [P]Longs Sword 1d12 |[R] Longbow 1d10
  33. [P,R]Short Sword 1d10 |[P,R,C] Shortbow 1d8
  34. [All]Dagger 1d4 +2 Prof |[R,C] Crossbow 1d6+4 Takes a Turn to Load
  35. [P,R]Khopesh 1d8+1 |[R,C,W] Sling 1d4 Ignores Armor
  36. [P,R,C]Spear 1d6 +1 Dex |
  37. [P,C]Mace 1d8+3 -1 Dex |
  38.  
  39. If you are a Ranger or a Paladin, roll a 1d6+Int mod. This is your Adrenalin. You can spend it to do special free actions. You can only do 1 special action per turn.
  40. [P] Smite - Add +8 to your damage roll - 2 Adrenalin
  41. [R] Aim - Turn a mis into a Hit - 1 Adrenaline
  42. [P,R] Second Wind - Heal for 1d4+1 Hp - 3 Adrenaline
  43. [P,R] Action Surge - You can attack twice this turn - 1 Adrenaline
  44. [P] Persevere - Ignore all hits and Damage untill your next turn - 5 Adrenaline
  45. [R] Weak Spot - Ignore Enemies Armor untill its dead - 2 Adrenalin
  46.  
  47. Spells
  48. You will know which class can cast which spells by the letter next to it.
  49. Only Mages and Clerics can cast spells. Mana recharges by 1 for each cleared room where you took no damage. There are other way to restore it too.
  50. Mana is determinates by your intelligence stat + Hit dice roll + Bonus to the roll cuz of INT Stat.
  51. >E.g. your INT is 9 and you roll your hit dice and roll a 5 to that you add the mod thats +1. All in total you have 15 Mana
  52.  
  53. [C] Turn Undead - Makes Undead in melee unable to attack for one turn - 1 Mana
  54. [W] Magic Missile - Make 1d4+3 Missiles/Attacks that deal 1d4+1 Damage - 3 Mana Fore each extra Mana point spent 1 more missile appears, you can decide to do this after you roll for the number of Missile.
  55. [C] Divine Smite - Add 1d8 to your attack - 1 Mana
  56. [C] Healing Word - Heal person for 1d4 Hp - 2 Mana
  57. [C] Healing Hands - Heal person for 2d4+2 Hp - 5 Mana
  58. [C,W] Detect Magic - Detects magic & special Magical objects in a Room - 1 Mana
  59. [C,W] Light - imitates a Troch for 3 Rooms - 2
  60. [C,W] Hold Portal - Locks the Door until the caster unlocks it - 3 Mana
  61. [W] Burning Hands - Does 3d6 damage to all Enemies in Melee range (can only be used in melee) - 4 Mana
  62. [W] Fire Ball - Does 8d6 damage to all in Melee combat or to all enemies in ranged combat - 6 Mana
  63. [C,W] Troll the Dead - Does 1d12 to all damaged Monsters (separate rolls) - 5 Mana
  64. [C,W] Resistance - One Player takes half damage (rounded up) until your next Turn.
  65. [C] Speak with Dead - Talk to the dead, and undead (after you kill them) - 1 Mana.
  66. [C,W] Guide - All Players get +3 Bonus to Hit until the players next turn - 3
  67. [W] Alarm - Places a Magical Invisible Alarm that turns on when someone passes trough it - 1 Mana
  68. [C,W] Fog Cloud - all enemies get -2 'Bonus' to Hit - 2 Mana
  69. [W] Vampirism - Players next attack will heal them for as much as it damaged en enemy - 7 Mana
  70.  
  71. Light - Its dark in the dungeon. You need Torches. in Total Darkness Characters in Melee get a -2 to Proficiency and those in Ranged Combat get -5. Each Torch light decreases this debuff by 2. So 3 Light Torches will totally deny this debff while 2 will lave characters in Ranged Combat with a -1 to their Proficiency. Torches last for 5 Rooms. You will be able to buy and find them in the dungeon.
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