RPG Sketch: Dungeon War!
Here’s a quick idea for a heroic dungeon crawling game. It’s not intended to be innovative — just to play with this:
The Main Idea: We all know that in a balanced level-based RPG, advancement is kind of illusory. So why not ditch it?
Step 0: Get Dice and Writing Stuff
We use d10s in this game.
Step 1: Make a Character
Okay, we’ll use Might, Agility, Magic, Perception and Toughness as traits. Split 13 points between them – minimum 1, maximum 5. Multiply your Toughness by 10 after setting that 1-5 number to get your Hit Points.
If you have the highest Trait in the party you get a special ability — if you have multiple choices, you may only pick one. They are:
- Might: You’re badass. You inflict double damage!
- Agility: You’re quick. You get two actions per round!
- Magic: You’re a sorcerer. You get three more spell points (see below)!
- Perception: You’re an expert. You can perform one type of task as if it always requires just one success!
- Toughness: You’re tough as nails. You get 150% of the hit points of a typical character.
Step 2: Equip Your Character
Split 6 points between equipment – minimum 1, maximum 3. Equipment mostly adds dice to character traits for certain rolls. Give each type of gear a specific name – it doesn’t boost all trait rolls, just the ones it applies to.
- Might: These are weapons.
- Agility: This is dungeoneering gear – poles, rope and so on.
- Magic: These are magical tools — wands, orbs and the like.
- Perception: These are professional trappings. Pick a name for the profession.
- Toughness: This is armor. You actually roll itsĀ dice and subtract the result from damage.
Step 3: Get Spells
If you have at least Magic 3 you can pick spells — one point of spells per point of Magic. You can divide points between spells however you like. A spell acts like a piece of equipment, though it might be a strange demon, a bolt of flame, etc.
Step 4: Pick Attitudes
Split 3 dice between attitudes – as many or few as you like. Give each one a name. It’s a habit or other personality trait. Attitudes can help you by adding dice or screw you by taking them away.
Step 5: Kick Ass
Okay, you’re ready to go.
Rolling Dice
7 or higher is a success. 10 is two successes. More successes wins. Breaking it out:
- To attack, roll Might + weapon. Multiply the highest number you rolled by your successes to determine damage.
- To defend, roll Agility, no equipment bonuses (usually). You defend if you beat the attack roll.
- To perform athletic feats, roll Agility + dungeoneering equipment
- To cast a spell, roll Magic + spell – but every 1 or 10 on the die drains a Hit Point.
- To notice or know things, roll Perception + professional trappings
- To resist a disease, poison or other insidious physical threat, roll Toughness (no equipment bonus)
- To soak a blow, roll armor, but just add the dice together and subtract it from damage.
Use opposed rolls or a difficulty of 1 success (easy) 2 (typical) 4 (risky) or 6 (really hard).
Threats and Challenges
Your character never advances (though she can change) except to get a level 1 to 10. Whenever you gain a level you can rebuild your character from the ground up. Same person, new emphasis.
Challenges get more difficult looking on a 1-10 scale. Let’s use monsters to demonstrate:
- Goblin
- Orc
- Ogre
- Minor Demon
- Young Dragon
- Major Demon
- Elder Dragon
- Lich
- Demigod
- God
None of these creatures has many more traits than any other. Instead, your relative level determines how tough they are:
- If you’re the same level as the challenge it’s standard.Each creature represents an individual.
- If you’re one level higher the challenge represents a pack. Each creature (a single stat block) represents 3-5 individuals.
- If you’re two levels higher the challenge represents a gang. Each creature block represents 6-10 individuals.
- If you’re three levels higher the challenge is a horde of 20-50
- If you’re four levels higher the challenge is an army of at 100-200
- If you’re a lower level than the challenge, just add to monster traits; + 2 per rank higher is reasonable. Even lesser heroes can kick divine ass every once and a while.
Stat monsters out as characters, but you can give strange ones one or more special abilities. Basically, the same stat block that represents one goblin for a level 1 character is a unit 100 goblins for a 5th level character. Kickass.
Noncombat challenges similarly range from the standard to epic based on relative level, but you can ignore this if you like – ice is always just as slippery, for instance.