
A SIMPLE ROLE PLAYING GAME.
This journey started 20 odd years ago when I purchased a little game in a plastic Ziploc bag called MELEE. That game, and its companion WIZARD, would forever change my life. In those little 5x8" pages I learned about fantasy, magic, swords, and sorcery. Patience, logic and creative thought were developed. My imagination grew strong. Role playing formed the basis for hours of entertainment, both alone, and with my circle of role playing friends. Afterschool hours and weekends were something to live for! Other games would follow; Squad Leader, Magic, and d20 come to mind, but to my roots I must be true. This game owes a lot to those early lessons.
As stated in the title the 3dRPG is a simple game. While every effort has been made to make the attribute system, movement, combat, and magic, as realistic as possible, playability and 'game flow' were given primary consideration. All that are needed to play 3dRPG are 3 six-sided dice, pencil, paper, and a creative mind. While this is a game of imagination, props and visual aids can help everyone imagine the same thing, avoid confusion, and enhance the general game play experience. To this end 25-30mm scale miniatures can be used though just as much fun can be had with plastic snap-together figures or cardboard 'cutout' figures. To this end it is my hope that you find 3dRPG to be more than "just another homebrew RPG". Although many years of thought and hunderds of playtest hours have gone into it I seek nothing in return. Your enjoyment is my measure of success. Many other systems have been published for free, and even under the auspices of "open source". This one is published under the GPL and is truly free. Roll TO HIT and pass it along...
NOTE: Terms used throughout this document that are CAPITALIZED are key concepts and are defined in the GLOSSARY.
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BASIC COMPOSITE POINTS
| | | |
ST | | | 4
+ = BODY | | >8
DX + = SKILL PTS | 4 >16 STARTING CHARACTER POINTS
+ = MIND + = HIT PTS >8 >32
IN + = MANA PTS 4 >16 (EVENLY DISTRIBUTED)
+ = SOUL >8
PR 4
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BASIC ATTRIBUTES are the raw data or make-up of a figure. They are represented by a number from 1 to 6 on a humanoid scale. 1 is the lowest and 6 the very best that a normal humanoid can aspire to without mechanical or magical aid. There are four BASIC ATTRIBUTES in 3dRPG as follows:
How strong you are. STRENGTH is used to determine what weapons you can use and the damage you can inflict and withstand.
How agile you are. DEXTERITY is used to determine your ability to hit a target or avoid being hit.
How smart you are. INTELLIGENCE is used to determine the SKILLS and SPELLS that you know.
How aware you are. PERCEPTION is used to determine encounter outcomes and as a measure of your psyche.
"BODY" is a composite of your physical stature. It determines...
"MIND" is a composite or your mental stature. It determines...
"SOUL" is a composite of your spiritual stature. It determines...
"SKILL POINTS" are the number of points that you may spend to acquire SKILLS. NON-MAGE CHARACTERS spend SKILL POINTS on a 1/1 basis. MAGES must spend 2 SKILL POINTS for each 1 TALENT POINT value.
"MANA POINTS" are the number of points that you may spend to aquire SPELLS. MAGE CHARACTERS spend MANA POINTS on a 1/1 basis. NON-MAGES must spend 2 MANA POINTS for each 1 SPELL POINT value.
"HIT POINTS" are the number of points that you may take in DAMAGE before you fall unconscious and begin to die. Death occurs in 10 rounds after HP reaches 0 unless healing or magical aid is received. HP are rounded up.
Creatures generally fall into five SIZE categories that can be expressed as the number of SQUARES (SQ) that it occupies on a grid or play map; Tiny, Small, Medium, Large, and Huge. A creatures SIZE has an effect on the amount of DAMAGE it can do and on its HIT POINTS. The 5 main SIZE categories and thier respective MODIFIERS are shown on the following chart:
SIZE SQ DAMAGE HP MODIFIER
---- -- ------ -----------
Tiny 1/4 -4 HP/4
Small 1/2 -2 HP/2
Medium 1 - -
Large 2 +2 HPx2
Huge 4 +4 HPx4
These are of course generalizations and it is possible for creatures to be smaller or larger than these main categories. A general rule of thumb for creatures larger than 2 SQUARES is to multiply HIT POINTS by the number of SQUARES. Thus a 3 SQ DRAGON might add to 38 HP but when the SIZE multiplier is applied its adjHP would total 114 (3 x 38 = 114).
CHARACTERS start out with BASIC ATTRIBUTE scores of 3 + 4 CHARACTER POINTS to distribute among their BASIC ATTRIBUTES. Once the BASIC ATTRIBUTES have been determined then the COMPOSITE ATTRIBUTES can be added together for a total of 32 CHARACTER POINTS. ie. CHARACTER POINTS = BODY + MIND + SOUL. CHARACTER POINTS also are used to determine EXPERIENCE POINTS (XP) and CHARACTER LEVEL. More on this later in the MONSTERS and EXPERIENCE sections.
Humans are the standard race by which others are measured.
They start out with BASIC ATTRIBUTES of ST=3, DX=3, IN=3, PR=3.
Dwarfs are shorter than humans but just as strong.
Dwarves start out with BASIC ATTRIBUTES of ST=4, DX=2, IN=3, PR=3.
Elves are a little shorter than the average human and slighter of build.
Elves start out with BASIC ATTRIBUTES of ST=2, DX=3, IN=4, PR=3.
Gnomes average about 3 ft tall and very wise. What they lack in strength they make up in perception. Gnomes often specialize in magic and illusion and are excellent healers.
Gnomes start out with BASIC ATTRIBUTES of ST=2, DX=3, IN=3, PR=4.
Halflings are about half the size of the average human and very agile. Despite their small stature they can be quite strong if not a little stubborn. Halflings make excellent thieves.
Halflings start out with BASIC ATTRIBUTES of ST=3, DX=4, IN=3, PR=2.
Some players may wish to start out with a predetermined set of skills or spells as represented by the following TEMPLATES:
GROK - human wizard:
_____________________________________________________________________________ 4 SKILLS SPELLS WEAPONS >8 ------ ------ ------- 4 >16 >8 >32 4 >16 >8 4 _____________________________________________________________________________
KNOK - dwarf warrior:
_____________________________________________________________________________ 4 SKILLS SPELLS WEAPONS >8 ------ ------ ------- 4 >16 >8 >32 4 >16 >8 4 _____________________________________________________________________________
Few characters in a fight are likely to stand still for long. Enemies appear and charge the party; the adventurers reply, advancing to take on new foes after they down their first opponents. Wizards circle the fight, looking for the best place to use their magic; theives quietly skirt the melee, seeking a straggler or an unwary opponent to strike with a sneak attack. With all this tactical manuvering going on, something to represent character location within a defined scale can really aid game play.
Movement and position can be handled by using miniatures or counters (representing the characters and monsters) on a grid (representing the battlefield, wherever it happens to be). Miniatures show where a figure is in relation to any others, and the grid makes it clear how far the characters and monsters can move. The standard unit for tactical maps is the 5-foot square. This unit is useful for miniatures or for drawing maps which are usually drawn on graph paper. A standard scale for miniatures is 1-inch = 5 feet and a 25-30mm miniature represents a human-size creature.
All figures have a base movement rate expressed as a MOVEMENT ALLOWANCE or MA. MA is the number of squares that a figure can move in one round under normal conditions. Armor, encumbrance, and terrain can all adversely affect MA. An unarmored human has a BASE MA of 6. A SQUARE = 5 feet, therefore, BASE MA for humans is 30 feet per ROUND.
A figure may MOVE up to twice its MA and do nothing else that turn. If a RUNNING figure passes next to, or through, an enemy figure it suffers a -2 penalty to adjDX on SAVING ROLLS for any ATTACKS made against it that turn by that enemy(s). A figure may also move up to 3 times its MA and do nothing else that turn. Figures who do so do not get to make any SAVING ROLLS that turn and suffer a -2 penalty to adjDX for the next turn only.
Some creatures can fly or may be made to do so by magical means. Attacks made against, or from, flying creatures are at -2 to adjDX in addition to any other modifiers due to distance or other circumstances. This applies only to creatures that are "in flight", not hovering. Attacks made against, or from, hovering creatures suffer only normal distance penalties to adjDX.
During the course of an adventure ENCOUNTERS are bound to occur. These might range from a simple conversation with a bar-maid to a brawl with a patron or ambush by bloodthirsty wolves. During an ENCOUNTER a figure is presented with OPTIONS and the outcome is determined by the choices made. The OPTIONS available to a figure are determined by ENGAGEMENT and by the type of ATTACK being made.
The GM is encouraged to keep die-rolling to a minimum. There is no need to roll the dice when a character performs an action that is so easy as to be automatic. Likewise, an action so difficult that it has no chance to succeed requires no roll, either - it simply can't be done. Dice are used solely in the middle ground, where the outcome of an action is uncertain.
During ENCOUNTERS it becomes necessary to shift the flow of the game into a TURN based system of resolution where the players must choose OPTIONS for their figures each TURN and then roll to determine an outcome of that OPTION. To that end when it becomes necessary to roll dice in an ENCOUNTER these are the things that will guide your actions in determining when to roll the dice and how to apply the results.
Each figure "faces" one side of its square, as shown by the direction the figure is turned. A player may change the facing of a figure whenever it MOVES, and may always change it's facing at the end of its movement turn, even if it stayed in the same square. Facing determines which figures can be attacked by which; it is unwise to let an enemy behind you.
A figure on the ground, crawling, or bending over to pick up a weapon is considered to face "rear" in all directions; it has no front, except for purposes of determining where it may cast spells. For casting spells, a prone or kneeling wizard has a normal front FACING.
Facing determines which figures are ENGAGED. A one-square figure is engaged if it is in one of the front squares of an armed enemy. If a figure is directly behind a foe, the front figure is engaged, but the rear one is not.
A multi-square figure, being bigger, is harder to engage. A giant or small dragon is engaged only if it is in the front squares of TWO or more armed one-square figures (or one multi-square figure). A 7-square dragon is not engaged unless it is in the front squares of THREE or more one-square figures (or one multi-square figure).
Facing also determines which figures may be attacked. A physical attack may be made ONLY against a figure engaged with you - that is, in one of your figure's front squares. A spell may be cast only on a figure which is (a) in your own square or any adjacent square, or (b) generally "in front" of you (see diagram).
LINE OF SIGHT determines whether a figure can "see" something else represented on the grid. When using a grid, draw a straight line (use a ruler, tape measure. or piece of string) from the center of the square the figure occupies to the object or figure in question. If nothing blocks this line, the figure has LINE OF SIGHT and can target the figure with a SPELL or RANGED ATTACK. If the LINE OF SIGHT is partially blocked such as by another figure, wall, or other obsticle, then SPELLS and RANGED ATTACKS will suffer a penalty based on the amount of concealment (use best judgement here) as follows:
CONCEALMENT adjDX ----------- ----- Quarter -1 Half -2 3/Quarter -3
This Penalty is in addition to any other penalties due to distance or other circumstances.
Under normal daylight conditions characters can see anything in their LINE OF SIGHT. Characters need a way to see in the dark. The following table shows various light sources, the radius that a light source illuminates, and how long it lasts. Characters with low-light vision can see objects twice as far away as the given radius.
Object Light Duration
------ ----- --------
Candle 5 ft. 1 hr.
Lamp, common 15 ft. 6 hr./pint
Lantern, bullseye 60-ft. cone* 6 hr./pint
Lantern, hooded 30 ft. 6 hr./pint
Sunrod 30 ft. 6 hr.
Torch 20 ft. 1 hr.
*A cone 60 feet long and 20 feet wide at the far end.
When a Figure is adjacent to an opponent, he is engaged with that opponent. An engaged Figure can move, but must remain adjacent to the combatant with which he is engaged. If he moves away from his opponent, then his opponent may immediately make an attack against him at a +2 to hit. This attack is free and does not take the opponent’s action for that round. One Figure can only engage one opponent. However multiple opponents may engage a Figure that is outnumbered. If he tries to disengage, then all Figures with whom he is disengaging (moving to a square that is not adjacent to them) get a free +2 attack.
Options for DISENGAGED figures
A figure, which is NOT ENGAGED with an enemy when its turn to MOVE comes, may perform
any ONE of the following options:
Options for ENGAGED figures
A figure that is ENGAGED with one or more enemies (see definition below) when its turn to
MOVE comes may perform any ONE of the following options:
A SHIFT is either changing your FACING within a square or moving up to one square. (5 feet) SHIFTING is considered a partial move. That is you can always SHIFT and "do something else".
To DISENGAGE a figure must SHIFT away from another figure (or figures) with which it is ENGAGED. This must be an empty square and no other OPTIONS may be selected. Figures attempting to DISENGAGE get a -1 penalty applied to any SAVING ROLLS made in the turn in which they attempt to DISENGAGE.
There are three basic kind of attacks classified by distance to target and weapon type: RANGED, MELEE, and HAND TO HAND. All three kinds of attack require a successful TO HIT roll to inflict DAMAGE.
Ranged Combat is battle from a distance using missile weapons such as crossbows and slings, or with thrown spells such as magic missile. The combatants may be as far away from each other as the range of their missile weapons allows.
Missile weapons and thrown spells cannot be used in melee.
Figures ENGAGED in RANGED ATTACKS have the following OPTIONS:
AIMING: A figure may spend a turn or more taking aim at a target and recieve a +1 bonus to adjDX for each turn, up to two, spent taking aim. The figure can choose no other options, nor defend, or they loose the bonus. Thus a figur that spends two full rounds aiming will get a +2 bonus on their TO HIT roll. This benefit is cumulative with other bonuses.
BURSTS:
1 2 3
\|/
(T)
/|\
4 5 6
Melee is close-contact combat using weapons like swords and hammers or with touch spells. Combatants that are within 10ft of each other are in melee range.
Figures ENGAGED in MELEE ATTACKS have the following OPTIONS:
PUSHING: PUSHING is considered an MELEE ATTACK and can be used to initiate HAND TO HAND. To PUSH a figure must MOVE into a square occupied by another figure and make a successful TO HIT roll. The opponent may attempt to DODGE and if successful then the PUSHING figure must SHIFT out of the defenders square. If the DODGE attempt was unsuccessful, then the attacker may either force the defender to SHIFT one square of the attackers choosing, or attempt to enter HAND TO HAND.
FLANKING: If a character is making a melee attack against an opponent, and an ally directly opposite the character is threatening the opponent, the character and the character's ally flank the opponent. A character gains a +2 flanking bonus on the attack roll. A rogue in this position can also sneak attack the target. The ally must be on the other side of the opponent, so that the opponent is directly between the character and the ally.
HAND TO HAND combat takes place when two or more figures occupy the same space and begin grappling with hands or knives. Several characters can be in a single grapple. Up to four characters can grapple a single opponent in a given round. Opponents that are one size category smaller than a character count for half, opponents that are one size category larger than a character count double, and opponents two or more size categories larger count quadruple.
Melee and missile weapons may not be used in HAND TO HAND attack with the exception of knives.
An unarmed strike such as a PUNCH or KICK normally does 1d3 damage for an average humanoid. Add or subtract one for each direction from medium on the size chart as follows:
SIZE DAMAGE
---- ------
Tiny 1d3-2
Small 1d3-1
Medium 1d3
Large 1d3+1
Huge 1d3+2
NOTE: to get 1d3 on a six-sided die use; 1-2 (1), 3-4 (2), 5-6 (3), as your distribution.
Figures ENGAGED in HAND TO HAND attacks have the following OPTIONS:
NOTE: Figures that are in a HOLD may only choose ESCAPE as an OPTION for that turn. ESCAPE requires an OPPOSED SAVE ROLL (BODY + ST); both figures make a SAVE (BODY + ST) and if the figure HOLDING fails than the HOLD is broken. If both SAVES are successful the figure who rolled the higher amount over their target number wins.
All forms of attack require a successful TO HIT roll in order to deal DAMAGE. A TO HIT roll is a 3d6 roll against adjDX. YOU MUST ROLL YOUR adjDX OR LESS ON 3d6 TO HIT.
Furthermore:
A physical attack made from an enemy's side adds +2 to the attacker's DX. A physical attack made from an enemy's rear adds +4. An enemy's FACING does NOT affect adjDX of spells cast against him.
Size of the target or defender may also have an effect on the ability to hit. Size modifiers are applied to the attackers adjDX on a TO HIT roll as follows:
SIZE adjDX ---- ----- Tiny -2 Small -1 Medium 0 Large +1 Huge +2
When a HIT is scored DAMAGE occurs. Consult the WEAPON TABLE for appropriate DAMAGE.
Armor, shields, and other protection, may reduce the HITs taken AND adjDX according to the following table:
PROTECTION/ARMOR HITS DX ---------------- ---- -- Cloth 1 -0 Leather 2 -1 Studded Leather 3 -2 Chainmail 4 -3 Half-Plate 5 -4 Full-Plate 6 -5 Small Shield 1 -0 Medium Shield 2 -1 Large Shield 3 -2
DAMAGE may also occur by other means such as FALLING, FIRE, or POISON.
FALLING: Figures may fall for a number of reasons. They may fall while scaling a wall or be the victims of a pit trap. When a Figure falls, he takes a number of hit points based on the distance fallen. This damage is lethal, and can cause wounds as per the following table:
Distance Damage -------- ------ 5 ft 1d6-3 10 ft 1d6-2 15 ft 1d6-1 20 ft (+) 1d6 (+ 1d6 per 10 ft)
A figure that is falling next to a wall, or with periodic handholds, ledges or some other way to partially break his fall, may take only ½ damage from a fall if they can make a successful SAVE ROLL (BODY).
FIRE: Figures at risk of catching fire are allowed a SAVE ROLL (BODY) to avoid this fate. If a Figure’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning Figure must make another SAVE ROLL. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds at his SAVE ROLL, he’s no longer on fire.)
A Figure on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the Figure another SAVE ROLL (BODY) with a +4 bonus.
Those unlucky enough to have their clothes or equipment catch fire must make SAVE ROLL (BODY) for each item. Flammable items that fail sustain the same amount of damage as the Figure.
POISON: Poison effects are variable, based on the type of poison and method of ingestion, as determined by the GM. A SAVE ROLL (BODY) is usually granted for reduced effect. Some poisons may do physical damage and affect HP. Other poisons may affect a figures ability to function normally, usually reflected in a negative modifier to an attribute
A wizard may cast one spell per turn, as long as he knows the spell, has enough MANA to "pay the cost," and selects an option allowing a spell to be cast. If he cast continuing- type spells during any previous turn, he must energize them before the movement phase, or they will cease to operate. A wizard may energize any number of spells at once, provided he has enough MANA, but may cast only one new one per turn. If he fails to energize any continuing-type spell, it goes off and (if he wants to use it again) he must cast it all over again on some later turn.

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