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Average 8 RPG

Ver6 Written by Drew Bouchard


Released under a Creative Commons Attribution – Noncommercial 3.0 United States License

This is a basic RPG system designed to be used with kids. It  Ranger – This attribute is used any time a character
uses all of the polyhedral dice from d4 to d20. This game wants to attack or defend in ranged combat, track or evade
requires very simple, if any, math, that way play can be fast creatures in the woods, or for any knowledge about
and confident. I recommend that GM’s have young players animals and the wilderness.
pick a mini to use for the game.
 Thief – This attribute is used any time a character
wants to attack from hiding or defend against ambushes,
Basics
notice things that are hidden, sneaking, or for any
In order to do something the player tells the GM what they knowledge about traps, theft or illegal activities.
are trying to do and the GM will tell the player what  Cleric – This attribute is used any time a character
attribute to roll. The player then rolls the die for that wants to attack or defend against undead or demonic
attribute and the GM rolls a d8. If the player gets the equal powers, heal party members, talk to others in social
or higher roll they win the contest. If the GM gets the higher situations, or for any knowledge about dark magic and
roll the player looses the contest. extra planar beings.
 Mage – This attribute is used any time a character
The GM always rolls a d8 for anything that he does wants to attack or defend in magical combat, pass magical
including traps, bad guys attacks & defenses, and any traps or barriers, or for any knowledge of the arcane arts,
challenges that the characters might encounter. history, or magical items & threats.

Making Characters Races

Players should decide on what kind of character they want to If you choose to make a distinction in what different fantasy
play: A nimble archer, a stalwart barbarian, a sneaky thief, a races are good at then you can use this rule.
crafty mage, or any other type of character they can think of.
Each race has a +1 modifier they can be applied to one
Each character has five things to worry about: attribute. Each race also has a choice of what attribute they
can apply their bonus to.
 Dice – Each player has 5 dice: a d12, d10, d8, d6,
and d4.  Dwarf – Gets +1 bonus to Fighter or to Cleric
 Attributes – Each character has 5 attributes:  Elf – Gets +1 bonus to Ranger or to Mage
Fighter, Ranger, Thief, Cleric, and Mage.
 Gnome – Gets +1 bonus to Ranger or to Mage
 Hits – Each character can take 5 hits before they go
 Halfling – Gets +1 bonus to Thief or to Cleric
unconscious.
 Gear – Characters have all the appropriate gear for
 Half-Ork – Gets +1 bonus to Fighter or to Thief
the type of character that they are.  Human or Half-Elf – Gets +1 bonus to any one
attribute.
 Exp – Characters gain experience points as they
adventure.
Combat
To make a character, have players assign each of the 5 dice
Initiative – At the beginning of a fight have each player roll
to each of their character’s 5 attributes. Then have players
write down 3 of their characters most important pieces of a d20 for initiative. The characters act in the order of highest
gear on their character sheet. initiative roll to the lowest initiative roll. Ties happen at the
same time. Keep this order for the entire combat.
The five attribute are described below:
Actions – Each round a character can move and take an
action, by rolling the appropriate attribute, or move and
 Fighter – This attribute is used any time a character
attack.
wants to attack or defend in melee combat, deal with
armor or shields, or for any knowledge about combat,
tactics and battle.
Movement – Characters can move before or after their  Roll Bonus – This number is added to any d8 roll
action. If you are using minis then they are able to move 5 the bad guy makes – equal to the bad guy’s value.
squares in any direction.
Bad guys are able to do any appropriate actions: evil mages
Attacking – Attacking characters will roll the appropriate can cast spells and summon demons, black knights can fight
attribute for the way they want to attack. The GM rolls a d8 well and have menacing armor, and marauding dragons can
for the monster to defend. If the character gets an equal or bite warriors in half and breath fire while flying.
higher result than the GM then the character gets a hit. If the
character gets a lower roll then the character misses. If the Bad guys also don’t have any of the benefits of magical
character hits, the GM marks a hit on the monster’s sheet. To item, those are reserved for PC’s. The GM should describe
shoot or use magic on a monster the character must be any magical items a bad guy has, but the item is taken into
within 5 squares. If the character is going to hit a monster he account mechanically with the bad guy’s roll bonus.
must be in a square right next to the monster.
Though if a GM wants to create a really challenging
Defending – Defending characters will roll an attribute encounter they can include magical item bonuses at their
appropriate to the attack. The GM rolls a d8 for the monster discretion.
to attack. If the character gets an equal or higher result than
the GM then the character successfully defends and takes no Magical Items
damage. If the character fails then they are hit and they mark
a hit box on their character sheet. Magical items are things that the GM can give to a character
as a reward for good role-playing, reaching character goals,
Damage – If a character gets hit 5 times they go and for doing awesome things in the game. Magical items
unconscious. Each round on their turn an unconscious might be given to characters as gifts, found in a dragons
character can roll their Cleric attribute against the GM’s d8 treasure hoard, or taken from a fallen bad guy. The form a
to return to the fight and erase 1 hit. magical item can take could be anything from a magical
sword to enchanted boots or a single-use magical potion.
Healing – In combat one character can heal another
character by 1 hit on their turn with a successful Cleric There are three different effects that magical items tend to
attribute roll against the GM’s d8 roll. After combat have: bonuses, re-rolls, or switching.
characters regain all their hits.
 Bonuses – Bonuses are just static numbers that add
Defeating the Party – If all the characters loose all their hits to a character’s attribute roll. For example, a magical
then they have been defeated. Since characters can’t die in sword that provides a +1 bonus to attacks with the
this system this is a great way for GM’s to have bad guys Fighter attribute allows the character to add 1 to any
give dramatic speeches or have the PC’s make a dramatic Fighter roll to hit someone. Bonuses from a magic item
escape from a dungeon. should either be +1 for a weak item or a +2 for a strong
item.
Monsters & Bad Guys  Re-Roll – A magical item that allows for a re-roll
lets a character re-roll one failed check for a particular
Each monster or bad guy has a value from 1 to 5. A value 1
Attribute during the round. For example, a magical staff
monster is pretty pathetic, while a value 5 bad guy is going
that allows for a re-roll could let a character re-roll a
to be the main villain for a game. The higher the value, the
failed Mage attribute roll for attack or defense each
tougher the bad guy. Remember that all bad guys roll a d8 round.
for any action that they do.
 Switching – A magical item that allows for
Monsters and bad guys have four things the GM needs to switching lets a character roll one attribute in place of
worry about: another for a particular action. For example, a magical
shield that allows switching might let a character roll
their Fighter attribute to defend against a magic spell
 Initiative – This is what number the bad guy acts
instead of their Mage attribute.
on in the initiative order – equal to twice the bad guy’s
value. Strong magical items could have more than one effect.
 Number of Actions – This is how many times the Artifacts will probably have all three effects.
bad guy can act during a round – equal to the bad guy’s
value. Some magic items may work only one time or may have a
 Number of Hits – This is the number of hits it special effect that isn’t listed hear. For example, a one-use
takes to defeat the bad guy – equal to the bad guy’s value. magic healing potion that automatically brings a character
up to full hits when used, a magical wand that will open
locked doors, or a backpack that will hold anything a experience to a player who did particularly well or performed
character can put in it. particularly heroically during the session.

Advancement For every 3 exp a character gets, that characters receives a


+1 bonus they can apply to one attribute of their choice.
As characters defeat enemies and overcome challenges they
will gain experience that allows them to develop more If a character already has a +1 bonus to an attribute and
power. wants to increase it again after they earn another 3 exp then
the attribute looses the +1 bonus but increases to the next
Each session that a character plays in they gain 1 experience die. This includes bonuses from a character’s race.
point. GM’s should feel free to award an extra point of

Average 8 RPG – Character Sheet


Attributes Dice Character Info
Nam
Fighter
Ranger Gear
Thief Exp
Cleric
Mage
Hits

Average 8 RPG – Character Sheet
Attributes Dice Character Info
Nam
Fighter
Ranger Gear
Thief Exp
Cleric
Mage
Hits

Average 8 RPG – Character Sheet
Attributes Dice Character Info
Nam
Fighter
Ranger Gear
Thief Exp
Cleric
Mage
Hits


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