FAST ROLE-PLAYING GAME RULES
The following rules are loosely based on the 5th edition Dungeons & Dragons rules (2014) by Jeremy Crawford and Mike Mearls, a revision of the original D&D rules (1974) by Gary Gygax and Dave Arneson.
PLAYING THE GAME
The Game Master (GM) describes a scene and players take turns describing their characters’ responses. Each character’s capabilities are measured with modifiers in abilities (Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom), basic skills (Awareness, Cunning, Endurance, Lore, Maneuvers, and Primal), and various possible specialty skills. A character’s Level is a measure of experience, “plot armor,” and overall capabilities.
For tasks, saving throws, and attack rolls, a player rolls one 20-sided die (1d20) and adds one ability or skill modifier. The higher the total, the better the effort.
* The GM tracks minimum totals needed for successful results, ranging from easy (5 or more), to hard (15 or more) and extreme (25 or more).
* On opposed tasks, the side with the higher total is successful.
* Advantage: Roll two d20s and use the higher result.
* Disadvantage: Roll two d20s and use the lower result.
A character Luck Point may be expended to give a task roll Advantage after a d20 roll, or remove Disadvantage before a d20 roll. Luck Points are regained at a rate of one per hour in the character’s time, and no more than two Luck Points may be held by a character at the same time.
Outcomes are either considered as failures and total successes, or success with degrees of effect measured using six-sided dice (1d6 for one die, 2d6 for two dice, 3d6 for three, and so forth). Ability and skill modifiers may be added to outcome rolls, such as adding either Strength or Maneuvers to damage caused with a heavy melee weapon such as a greataxe.
For initiative rolls, roll 1d20 + Dexterity or Awareness (whichever modifier is better). Higher totals act before lower totals in the same 6-second round.
During a turn, a character or creature may do one task action and move up to 10 meters (30 feet), or take no actions and move 20 meters (60 feet). Difficult movements or terrain (crawling while prone, swimming in water, climbing a cliff, crossing slippery ice) cut movement speeds by half.
On attack rolls, the attack task total must be equal to or higher than the target’s Armor Class to cause damage. A “natural 20” on an attack roll is always a critical hit for maximum possible damage, while a “natural 1” is always a miss.
Once between turns, if a target moves out of range of a character’s melee attacks, that character make make a reaction opportunity attack against the target.
Saving throws are rolled as needed at any time due to hazards and do not count as task actions or reactions.
Damage reduces a character’s Hit Points to become incapacitated at 0 h.p. (losing 1d6 h.p. per round and unable to take task action or move faster than 1 meter per round), and dead at full negative h.p. While alive, characters recovers a number of Hit Points per hour equal to their Level or Endurance modifier (whichever is greater).
Specific powers and items may create exceptions to any rules.
ABILITY MODIFIERS
Modifiers range from poor (-1 or less), to fair (+0), good (+1 to +2), excellent (+3 to +4), and great (+5 or more).
* Charisma (Cha): Force of personality, charm, persuasion, performing, leadership.
* Constitution (Con): Health, vigor, stamina, toughness, resistance to disease.
* Dexterity (Dex): Agility, coordination, precision, quickness, reflexes, ranged and light weapon attacks.
* Intelligence (Int): Mental acuity, logic, memory, reasoning, wits.
* Strength (Str): Brawn, muscles, physical force, lifting, carrying, throwing, melee attacks.
* Wisdom (Wis): Perception, insight, compassion, empathy, sound judgment.
BASIC SKILL MODIFIERS
All basic skills may be attempted even if a character has +0 or less as a modifier. The ability modifier noted in parathesis is added to the skill task roll in addition to any bonuses points allotted from character creation and increased character Levels. If two or more abilities are listed, use the higher modifier.
* Awareness (Wis): Searching, intuition, noticing hidden clues and details.
* Cunning (Cha): Deception, stealth, sleight of hand, opening locks, disarming traps.
* Endurance (Con): Fortitude against poison, fatigue, and other physical strains.
* Lore (Int): History, arcana/occult, religion, nature, research, investigation.
* Maneuvers (Str or Dex): Attacks, grapples, acrobatics, climbing, swimming, jumping.
* Primal (Wis): Wilderness survival, following tracks, animal handling, riding.
SPECIALIZED SKILL MODIFIERS
A character who has not added any skill bonus points to a specialized skill may not succeed in attempting tasks with that skill, even if the related ability modifier is +1 or more.
* Chthonic (Wis): Navigating tunnels, caverns, and underground realms.
* Eldritch (Int or Wis): Comprehending alien and extradimensional horrors.
* Fae (Cha): Recognizing fey crossings, negotiating with faeries.
* Hemal (Wis or Cha): Sensing nearby blood, prey, and rival vampires.
* Influence (Cha): Directing social groups, public opinions, and legal outcomes.
* Location (Specify) (Int): Knowing people, places, and events in a specific area.
* Magic (Int, Wis, or Cha): Using and resisting spells and supernatural powers.
* Medical (Int or Wis): Healing, medicines, using medical equipment and techniques.
* Netrunning (Int): Hacking digital networks, security, and drones via cyberspace.
* Noble (Int or Cha): Using social status for privilege above common society.
* Obscure (Wis or Cha): Being unnoticed in crowds, recordings, and written accounts.
* Psionics (Int or Wis): Telepathy, telekinesis, and other psychic powers.
* Shaman (Wis): Negotiating with ghosts, elementals, and nature spirits.
* Starships (Int): Controlling and navigating faster-than-light vessels.
* Tech (Ancient): Crafting with bronze or iron, brewing, making textiles, chariots.
* Tech (Medieval): Crafting with iron and steel, siegecraft, writing, regional travel.
* Tech (1920s/30s): Use of radio, automobiles, mechanical devices, continental travel.
* Tech (2020s): Use of computers, smartphones, internet, GPS navigation, global travel.
* Tech (Cyberpunk): Use of robots, cybernetics/bionics, cloning, orbital travel.
* Tech (Sci-Fi): Use of antigravity, terraforming, faster-than-light interstellar travel.
* Tech (Beyond): Use of reality manipulation, time travel, interdimensional travel.
SAVING THROWS
Use appropriate basic skill. These rolls do not count as actions and are considered “free tasks” during a round.
* Awareness: Mental threats to willpower (charms, mind control).
* Cunning: Supernatural threats to soul (curses, hexes).
* Endurance: Physical threats to the body (toxins, diseases, starvation).
* Lore: Mental threats to rational throught (illusions, phantasms).
* Maneuvers: Physical threats that may be dodged (explosions).
* Primal: Mental threats to sanity (witnessing horrors, alien vistas).
LUCK POINTS
All characters gain one Luck Point per hour in the characters’ time. Up to a maximum of two Luck Points may be held at any time. Each Luck Point may be expended to gain Advantage after a normal roll or remove Disadvantage before a roll.
MOVEMENT
A human character may move up to 10 meters (30 feet) and attempt one task action per 6-second round, or double that distance if running and taking no actions.
HIT POINTS AND WOUNDS
Characters’ full maximum number of Hit Points are equal to Endurance x 5 (minimum 5 Hit Points). Hit points are reduced by damage taken from attacks and hazards, resulting in five tiers of harm.
* Full Health: Character has not suffered damage and has all Hit Points.
* Light Wounds: Character has less than full Hit Points but more than half total. Minor signs of injury (bruises, small cuts or burns).
* Serious Wounds (Bloodied): Character has half or less Hit Points but more than zero. Major signs of injury (bloody wounds, severe burns, broken bones).
* Critical Wounds: Character is at zero or less Hit Points. Character drops prone, cannot initiate task actions, may only crawl at 1 meter (3 feet) per round, and communicate no louder than a whisper. Characters in critical condition also lose 1d6 Hit Points per round until given successful Hard medical aid (Medical Specialized Skill roll of 15 or more), after which the character is stable and no longer automatically losing Hit Points.
* Dead: Character’s Hit Points drop to a value equal to the negative maximum number of full health Hit Points. (For example, a character with 15 Hit Points at full health will die at -15 Hit Points.)
Healing: Each hour, characters regains a number of lost Hit Points equal to either their Level or Endurance modifier (whichever is greater). Special powers, items, and devices may increase this rate of Hit Point recovery.
STARTING CHARACTER (LEVEL 1)
* Abilities: Start with +0 in all six abilities. Divide 7 points as bonuses, with a maximum of +3 in any one ability. An additional +1 may be gained for one ability by dropping another ability to a -1 modifier.
* Skills: Start with +1 in two basic skills.
ALTERNATE STARTING CHARACTERS
* Abilities: Start with +0 in all six abilities. Divide 6 points as bonuses, with a maximum of +3 in any one ability. An additional +1 may be gained by dropping one ability to a -1 modifier.
* Skills: Start with +1 in two basic and/or specialized skills.
SPECIAL ABILITIES
A new character may exchange one ability bonus (+1) in order to gain one of the following special abilities:
* Faster Movement: Move 12 meters (40 feet) per 6-second round, or double if running and taking no tasks.
* Lucky: Gain 2 Luck Points per hour, up to a maximum of 4 Luck Points total at any time.
* Darkvision: See in total darkness up to 18 meters (60 feet).
* Tough Skin: Gains +1 to Armor Class at all times.
EXPERIENCE AND HIGHER LEVELS
Each time a character gains a Level, two skills (basic or specialized) may be increased by +1. Each time a character gains 2 levels, one ability mya be increased by +1.
* Level 1 … 0 x.p. (starting character)
* Level 2 … 200 x.p. (+1 to two skills)
* Level 3 … 400 x.p. (+1 to two skills, +1 to one ability)
* Level 4 … 800 x.p. (+1 to two skills)
* Level 5 … 1,500 x.p. (+1 to two skills, +1 to one ability)
* Level 6 … 3,000 x.p. (+1 to two skills)
* Level 7 … 6,000 x.p. (+1 to two skills, +1 to one ability)
* Level 8 … 12,000 x.p. (+1 to two skills)
* Level 9 … 25,000 x.p. (+1 to two skills, +1 to one ability)
* Level 10 … 50,000 x.p. (+1 to two skills)
PLAYING THE GAME
TASK ROLLS (1d20 + skill modifier)
* Easy Task: d20 roll 5 or more
* Hard Task: d20 roll 15 or more
* Extreme Task: d20 roll 25 or more
* Opposed Task: d20 rolls, highest total wins
* Extended Task: Multiple task successes required
Each task may take a single action in a round (a few seconds), or 1d6 rounds, minutes, hours, or days.
INITIATIVE
* Each side rolls 1d20 + Dexterity or Awareness.
* Side with highest total goes first, then other side.
* Re-roll initiative at the start of every round.
ATTACK TASKS (1d20 + Maneuvers skill) VS. TARGET’S ARMOR CLASS
A result equal to or greater than a target’s AC causes damage.
* No Armor: AC 10 + Dex
* Light Armor: AC 12 + Dex
* Medium Armor: AC 15
* Heavy Armor: AC 17
* Shield: AC +2
* Half Cover: AC +2
* Three-Quarters Cover: AC +5
* Total Cover: Target cannot be attacked.
Note: Cover that cannot block an attack, such a paper wall or common bushes, does not help Armor Class values.
DAMAGE
* Light Weapon (fist, kick, club, dagger): 1d6-2
* Medium Weapon (battleaxe, bow, mace, sword, pistol): 1d6
* Heavy Weapon (two-handed axe or sword, rifle): 2d6
* Extra Heavy Weapon (.50 cal machinegun): 3d6
* Explosion (two sticks of dynamite in 3 meters/10 feet): 4d6
* Rocket Launcher (LAW): 8d6
Modifiers
* Bonus Damage: Add +Str (light, medium, or heavy melee) or +Dex (light melee or ranged)
An attack roll of a “natural 20” (roll of a 20 on the 1d20) results in an automatic hit for maximum possible damage regardless of the target’s Armor Class.
Example: 3rd level fighter character
Abilities
+0 Charisma
+1 Constitution
+2 Dexterity
+0 Intelligence
+1 Wisdom
+4 Strength
Skills
+2 Awareness
+0 Cunning
+3 Endurance
+0 Lore
+0 Magic
+7 Maneuvers
Hit Points: 15
Damage
* Light Weapon: 1d6+4
* Medium Weapon: 1d6+4
* Heavy Weapon: 2d6+4
APPENDIX: SAVING THROW CONVERSIONS
Original D&D (0e, 1e, AD&D 1e, 2e)
* Poison or Death Ray … use Endurance
* Paralyzation … use Endurance
* Polymorph, Petrification (Turn to Stone) … use Endurance
* Dragon Breath … use Maneuvers
* Spells, Staves, Wands … use Awareness, Cunning, or Lore
Revised D&D (3e, 4e)
* Fortitude … use Endurance
* Reflex … use Maneuvers
* Will … use Awareness, Cunning, or Lore
Revised D&D (5e)
* Charisma … use Cunning
* Constitution … use Endurance
* Dexterity … use Maneuvers
* Intelligence … use Lore
* Strength … use Maneuvers
* Wisdom … use Awareness