Tiny Dungeon

Rules

Tests

Standard Test;

  • Define what you want to do
  • Roll 2d6
  • Success on 5/6

With a relevant Trait: Advantage

  • Roll 3d6
  • Success on 5/6

For something particularly difficult or hindered: Disadvantage

  • Roll 1d6
  • Success on 5/6

Combat

Initiave order: Standard Test for each combatant, high to low

Two actions per turn:

  • Move
    • Move your character to a adjacent zone
  • Attack
    • Proficient: Standard Test
    • Mastered: Advantage Test
    • Not Proficient: Disadvantage Test
  • Reload
    • All Ranged weapons require one action to reload
  • Focus
    • Next Attack Test has success on 4/5/6
  • Evade
    • Roll 1d6 if hit by an attack
    • On success, attack misses
  • Other
    • Ability Test
    • Use an item, etc.