RPG Guide for Tabletop Gamers
RPG Guide for Tabletop Gamers
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by Lex Mandrake and Harald Maassen
CREDITS TABLE OF CONTENTS
PAGE 8:
Example of Play:
6th Level Party Combat Round
PG
RULES OF PLAY EXAMPLES OF PLAY
PG-1
RULES OF PLAY TYPES OF ROLLS:
-Check: Perform a task. Player
INVENTORY: The items on your person that aren't worn or initiated or GM suggested. Roll a
carried. SB uses a simple space system in which everyone has d20 plus an Ability Score modifier
10 slots of "space " in their pack. Different items take up different and maybe Skill Bonus.
amounts of space based on their general size. Items that are -Saving Throw: Avoid or resist
small count as O but a large quantity of them could be 1. For some form of danger. GM initiated.
instance , one gold piece is O but 100 gold pieces is 1. Things like Roll a d20 plus an Ability Score
mounts or carts give you extra space , but aren't always modifier and Skill Bonus if granted
accessible. by Class.
-Attack Roll: Hit a target in
ADVANTAGE/DISADVANTAGE:When a player has an combat. Player initiated. Roll a d20
upper hand or lower hand in a situation in which they would roll plus Str or Dex, and Skill Bonus if
a d20 they may be asked to roll that die twice. With Advantage trained with the weapon used.
they take the higher of the two rolls and with Disadvantage they -Damage Roll: Wound a target.
take the lower. Player initiated. Roll specific dice
indicated by weapon or similar, and
SKILL: A numerical bonus added to d20 rolls. It represents add Str or Dex Bonus.
what your character is trained in. All Players start with a +2 Skill
Bonus. Your Class and Level will determine what that bonus is EXAMPLES OF PLAY
added to and when it increases. In most out of combat
roleplaying situations you add your Skill Bonus to a roll if it Inventory
makes sense narratively with your Class or Background. Work GM: The chest contains a
with your GM in the moment to determine if your bonus is shortsword , a large jug etched with
applicable. glyphs , hundreds of gold pieces-
Player: I take it all!
MEASUREMENTS: The ways in which Players track time or GM: It's 6 space worth of stuff
distance , or determine things like size or weight. SB play is Player: Oh , that brings me way
intended to be visualized in the minds of the Players rather than over , I was at 7110 ... now I 'm at
using a board or miniatures. As such , many measurements are 13110. Can I carry all that?
determined through general keyword categories. Use these as GM: Well, no. It won 't all fit in your
guides , adding for more specificity or extremes: pack. You could hold some of the
- Distance: Close (right next to) , Near (a quick jog) , Far (in sight rest, but expect Disadvantage on
but distant) any physical task.
- Time: Quick (a few seconds) , Short (a few minutes) , Long (an
hour or more) Advantage/Disadvantage
-Size: Small (a pet) , Medium (a person) , Large (a building) Player: I leap and slide under the
- Weight: Light (anything in your backpack) , Moderate (a closing portcullis! I roll an 18!
person) , Heavy (a boulder) GM: Are you still holding that large
jug? Yeah , roll again and take
COMBAT: when tensions reach a tipping point, and combat whichever is worse.
breaks out , follow this procedure: Player: Shoot , second roll was a
- The Round begins. Each side of the conflict rolls a d6 for 5 ...guess that 's what I gotta use.
Initiative to determine which go first, Players win ties.
- The winning side acts , in any order they choose, then the Skill
losing side acts. GM: The beast has made a hasty
-Actions consist of movement up to a Near distance from retreat into the wood. What do you
where the combatant started and a single other action , such as do?
an attack , prayer , spell, using an item , interacting with the Player 1: We should follow it!
environment , or making additional movement. GM: Sure, does anyone know how
- After everyone has acted, the GM may roll Morale for any to track?
applicable non-player combatants. Player 2: I was raised by wolves ,
- The Round ends and a new Round begins. Each side rolls do you think I would be able to
Initiative again and any combatants who failed Morale rolls follow its trail?
attempt to flee or surrender as their actions. GM: Yeah that makes sense, roll a
For a detailed combat encounter example , turn to Page 8. Wisdom Check and add your Skill
Bonus.
PG-2
CHARACTER CREATION EXAMPLES OF PLAY
PG-3
CHARACTER CREATION: YOUR CLASS EXAMPLES OF PLAY
Pick from one of the Classes listed on this page or the next. They
act as your character's occupation and will increase their powers Class Talents
as you gain levels. GM: The chest pops open to reveal
an ornate breastplate.
Player: Oh! I grab that! Higher AC
for me!
GM: Well you can certainly wear it,
but you 're a Thief, you won 't get
the armor bonus because you 're
not trained in medium armor.
Player: Aw nuts , well I 'm going to
put it on and look impressive
anyway!
THE FIGHTER
Expert combatants , capable of enduring massive punishment Feat
and nearly inhuman displays of physical aptitude. GM: The undying fiend lumbers
Hit Die: dl2 toward you , brandishing a wicked
Talents: Strength and Constitution Saving Throws , All cleaver.
Weapons , All Armor , Any tests of physical prowess. Player: Can I slam my maul into its
Feat: A deed of impressive athleticism. Attempt anything shoulder to make it drop its
physically possible as an action. Outside of combat this may weapon?
prompt a roll with Advantage , but typically won 't trigger one at GM: Sure , use your Feat for the
all. In combat this action modifies an Attack Roll once per round and roll to hit.
round , with a hit determining success of both the Feat and Player: 21 after bonus! And 10
damage . damage.
Leveling Up: Follow these steps. GM: The skeletal arm shatters on
- Roll your Hit Die+ Con Bonus and add that to your total HP impact! Causing the weapon , and
- Take the next level option from the following progression: hand , to fall to the ground.
2nd: Increase an Ability Score by 1 (max 20)
3rd: Increase an Ability Score by 1 (max 20) Feat
4th: Increase Skill Bonus by 1, Add a new Secondary Trait Player: Can I throw my grappling
5th: Gain an additional Attack each round hook around a stalactite and swing
Once you've taken every option , start over. across the chasm?
GM: Sure , that 's totally a Feat, no
THE THIEF need to roll.
Cunning rogues , capable of striking with deadly precision and
responding quickly to any situation. Reaction
Hit Die: d8 GM: As you step forward the floor
Talents: Dexterity and Charisma Saving Throws , Simple tile sinks down an inch and you
Weapons , Light Armor , Any tests involving reflexes or subtly of hear a clicking noise. Suddenly the
movement. gears on the walls begin to turn and
Sneak Attack: A powerful strike against an unsuspecting door you came in through slams-
opponent . Once per round , if an enemy is distracted , add ld6 Player: Wait! I use my reaction to
damage to an Attack. throw a dagger in to the gears and
Reaction: Act quickly in response to a sudden event near jam them!
you. It must be something simple , like throwing a knife, leaping GM: Okay , roll a d20 adding your
to the side , or drinking a potion. This action resolves before its Dex and Skill Bon uses.
trigger does and can only be used as often as once a round. Player: *gulp* well that 's a 1 ...
Leveling-Up: Follow these steps .
- Roll your Hit Die+ Con Bonus and add that to your total HP Reaction
- Take the next level option from the following progression: GM: The bandit swings their sword
2nd: Increase an Ability Score by 1 (max 20) down on your companion 's neck-
3rd: Increase an Ability Score by 1 (max 20) Player: Wait! I Leap from my
4th: Increase Skill Bonus by 1, Add a new Secondary Trait hiding place behind the pillar and
5th: +2d6 additional Sneak Attack damage hurl a dagger with a roll of .. 18!
Once you've taken every option , start over. GM: Nice, add Sneak Attack
damage to your reaction attack.
PG-4
CHARACTER CREATION: YOUR CLASS EXAMPLES OF PLAY
PG-6
CHARACTER CREATION WRAPPING UP
GM: The Eye Tyrant descends from above , its Player 3: Each of us get a bunch of semi-solid
dozen eyes dripping brackish ichor as its bloated duplicates that all do their own thing?
tongue lolls between jagged teeth. This thing GM: Sure , we 'JIgive the monster a roll with a
wants you dead , so we are entering combat. difficulty of 20 to figure out which is the real one
Who would like to roll initiative for the group? before they attack. None of these images can do
Player 1: I will, d6 right? That's a 4. damage though.
GM: Your opponent only rolled 2 so you folks Player 3: Great! There are now a bunch of the
are going first. What 're ya doing? Thief climbing all over it, several Fighters circling,
Player 1: My Fighter is going to leap into the air and some of me all trying to hide behind rocks.
and drive their battleaxe into the monster 's Player 2: Hey , this gives me an idea for a
central eye with a Feat! Let 's see , that 's a d20 roll Reaction! Can I Sneak Attack it? I mean , it knows
of 11, +4 Str , and +3 Skill Bonus for a total of I 'm here but in the confusion of the spell it
18! doesn 't know which one of me is going to strike.
GM: A hit! Your strike blinds the eye at the So I should be able to drive my knife in a vital
center of the creature 's spheroid body , at least for spot when it's not paying attention to the real
now! Roll damage , and don 't forget that second me?
attack. GM: That 's a great idea! Roll for it and take
Player 1: Oh right! Well I 'm only one-handing Advantage.
this axe so that 's 1dB, +4 Str, for a total of 10. I Player 2: Okay , that 's a 3 and a 16, +5 Dex , +3
tear my weapon from the eye goo and strike Skill Bon us for a high roll total of 24.
again with .. . a 21! That 's higher than before , it GM: Totally a hit.
must hit, and for ... 8 damage. Player 2: ld4 +5 Dex for the dagger and 3d6
GM: After the second slash you stumble to the Sneak Attack damage , for a total of 21 damage!
ground a few feet below the creature. Who 's GM: Nice! You drive the knife into one of its air
next? sacks and purplish blood gushes out as it screams
Player 2: This thing is hovering off the ground in pain and rage. Well, it's time for the Eye
right? I want my Thief to get up onto it. Oh wait, I Tyrant 's turn. This weirdo doesn 't attack
have a background feature for being a frog normally. The eye 's at the ends of three of its
person that allows me to leap short distances. tentacle-like appendages glow and fire prismatic
GM: That would be perfect for what you want to beams of light! There 's a beam coming for each
do. I would say don 't even roll for that, just hop of you and you 'JIneed to dodge or resist their
on up there , it 'll just be your whole turn doing it. effects ... but it looks like the Thief and Magic-User
Player 2: Cool , I spring those frog legs and land are going to get their illusions targeted instead. So
awkwardly on this thing 's back ... does this have a Player 1, I 'm going to need you to make a
back? Wisdom Saving Throw as this violet beam hits
GM: Kinda. You grab onto those writhing eye you!
stalks that sprout from all over it and hang on for Player 1: Okay , that 's ... d20 , +O Wis, and no
dear life. Alright Player 3, it's all you. Skill Bon us since I 'm not good at those , for a
Player 3: Alright, time for some magic! My total roll of ... dang only 7.
Magic-User attempts to cast a spell with a d20 roll GM: Your eyes grow heavy and you suddenly
of 13, +4 Int, +3 Skill Bonus for a total of 20! slump over in a deep sleep. You 're out of the
GM: At 6th level that gives you an Awesome fight until somebody takes their action to wake
effect , what are you thinking? you up. Anyway , that's the end of Round 1, let 's
Player 3: Okay so , I 'm an illusionist ... what if I get in to Round 2. Who would like to roll Initiative
make a lot of everybody ? for the group?
PG-8