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The document outlines various conditions that can affect characters in a role-playing game, detailing their effects, stacking rules, and how they interact with each other. It also describes different types of rests, including Quick, Short, Long, and Full Rests, along with their benefits and requirements. Additionally, it explains the concept of Difficulty Class (DC) for various tasks and actions within the game, providing examples of different DC levels.

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0% found this document useful (0 votes)
617 views10 pages

DC20 Beta 0 9 Pa 09

The document outlines various conditions that can affect characters in a role-playing game, detailing their effects, stacking rules, and how they interact with each other. It also describes different types of rests, including Quick, Short, Long, and Full Rests, along with their benefits and requirements. Additionally, it explains the concept of Difficulty Class (DC) for various tasks and actions within the game, providing examples of different DC levels.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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moved. Failure: The Grapple immediately ends, and the of the Poison) on itself or another creature within 1 Space.

targets of the effect are moved. Success: The Poisoned Condition is removed.
Falling: If you begin falling while Grappled, and your
Grappler isn’t falling with you, your Grappler holds you in Prone
the air if they can carry your weight. While Prone, you’re subjected to the following effects:
• You’re Hindered (you have DisADV on Attacks).
• Ranged Attacks are Hindered against you.
Hindered • You’re Exposed (Attacks against you have ADV) against
You have DisADV on Attacks. Melee Attacks.
Crawling: Your only movement option is to Crawl, which
Impaired counts as Slowed (every 1 Space you move costs an extra 1
You have DisADV on Physical Checks. Space of movement).
Heavily Impaired: You also have DisADV on Physical
Standing Up: You can spend 2 Spaces of movement to stand
Saves.
up, ending the Prone Condition on yourself. Standing up
from Prone provokes Opportunity Attacks.
Incapacitated
You can’t speak, Concentrate, or spend Action Points.
Rattled
You can’t willingly move closer to your source of fear, and
Intimidated you’re Intimidated (DisADV on all Checks while it’s
You have DisADV on all Checks while your source of within your line of sight).
intimidation is within your line of sight.
Restrained
Invisible You are Hindered (you have DisADV on Attacks),
You are Unseen, making creatures that can’t see you Exposed (Attacks against you have ADV), and Grappled
Exposed (your Attacks against them have ADV) and (your Speed is reduced to 0 and you have DisADV on
Hindered against you (they have DisADV on Attacks Agility Saves).
against you).
Slowed
Paralyzed Every 1 Space you move costs an extra 1 Space of movement.
Attacks made from within 1 Space that Hit you are considered
Critical Hits. You’re also Stunned 4 (automatically fail
Agility, Might, and Physical Saves), Exposed (Attacks
Stunned X
Your current and maximum AP is reduced by X. If you
against you have ADV), and Incapacitated (you can’t
become Stunned 4, you’re also Exposed, Incapacitated,
speak, Concentrate, or spend Action Points).
and automatically fail Physical Saves.

Petrified Surprised
You and your mundane belongings are turned into stone
You can’t spend Action Points and are Exposed (Attacks
and you’re no longer aware of your surroundings. You
against you have ADV).
become 10 times heavier and have Resistance (Half) to all
damage. Any Poisons or Diseases already effecting you are
suspended, and you’re immune to any additional Poison Taunted
and Disease while Petrified. You have DisADV on Attacks against creatures other than
You’re also Paralyzed (Attacks that Hit you are considered the one that Taunted you.
Critical Hits if the Attacker is within 1 Space of you),
Stunned (automatically fail Agility, Might, and Physical Unconscious
Saves), Exposed (Attacks against you have ADV), and You are no longer aware of your surroundings, you drop
Incapacitated (you can’t speak, Concentrate, or spend whatever you are holding, and you fall Prone.
Action Points).
You’re also Paralyzed (Attacks made from within 1
Space that Hit you are considered Critical Hits), Stunned
Poisoned 4 (automatically fail Agility, Might, and Physical
You are Impaired (DisADV on Physical Checks) and take 1 Saves), Exposed (Attacks against you have ADV), and
Poison damage at the start of each of your turns. A creature Incapacitated (you can’t speak, Concentrate, or spend
can spend 1 AP to make a Medicine Check (against the DC Action Points).

THE DUNGEON COACH 81


Condition Stacking Overlapping Conditions
A target can be affected by each of the following Condition
Certain Conditions can stack multiple times, increasing the
multiple times, but the effects of the same Condition don’t
potency of the Condition’s effects on the target.
stack on the target.

Condition X Values Charmed


The Conditions with an X value in its name are examples of A creature can be Charmed by more than 1 creature at
Conditions that apply a bonus or penalty to the target equal a time, each of them gaining ADV on Charisma Checks
to the X value. If multiple unique effects impose the same against the target. However, a creature that Charms a target
Condition X, the X of those effects are added together. more than once only gains the effects of the Charmed
Condition once.
Example: For the Exhausted X Condition, if you had
Exhausted 2, then you would subtract 2 from all d20 rolls Example: A creature doesn’t have ADV 2 on Charisma
made. If you had Exhausted 3 you’d subtract 3, and so on. Checks against a target they’ve Charmed twice. They only
have ADV 1 on Charisma Checks against the target.

Stacking Conditions
A target can be affected by each of the following Conditions Frightened
multiple times, with the effects of the same Condition A creature can be Frightened by more than 1 creature at
stacking on the target in unique ways. a time. If a creature is surrounded by multiple sources of
their fear, they’re unable to move and can only take the
Durations: When a creature is subjected to the same Dodge Action.
Condition multiple times but with different durations, it’s
important to keep track of the source of each Condition so DC Tip: You could also have them make a Fate Roll and have
you know when each Condition ends. the dice decide which target they must run from, allowing
them to run in the direction of another source of their fear.
Example: You might be Exposed against the next Attack
against you, Exposed until the end of your next turn, and Grappled
Exposed for 1 minute, all at the same time. These effects
A creature that’s Grappled by more than 1 creature
stack, but you need to track them independently to make sure
you know how “Exposed” you currently are.
only suffers the effects of the Grappled Condition once.
However, a creature Grappled by multiple sources will
remain Grappled until they’re free from being Grappled
Exposed by all sources.
A creature can be Exposed multiple times. They have
stacking ADV equal to the number of sources of Exposed Example: A creature doesn’t have DisADV 2 on Agility Saves
they’re subjected to. as a result of being Grappled by 2 creatures. They only have
DisADV on Agility Saves.
Example: If you were Exposed and another effect imposed
the Condition on you again, you would become Exposed Moving a Multiple Grappled Target: If multiple creatures
twice (Exposed 2), causing Attacks against you to have ADV are Grappling the same target and one of them tries to move
2 (roll 3 d20s and take the highest). the Grappled target, it must make a Contested Athletics
Check against all creatures Grappling the same target.
Success: It ends the Grapple on the target by all creatures
Hindered, Impaired, & Dazed
other than itself, allowing it to move the creature as normal.
A creature can be Hindered, Impaired, or Dazed multiple
times. They have stacking DisADV equal to the number of
sources of each Condition they’re subjected to. Intimidated
A creature can be Intimidated by more than 1 creature at a
Example: If you are Restrained (which causes you to be time, suffering DisADV on Checks while any source of their
Hindered), and then fall Prone (also causing you to be intimidation is within its sight. However, an Intimidated
Hindered), you now would have 2 stacks of Hindered
creature only suffers the effects of the Intimidated
(Hindered 2) and roll at DisADV 2 on all Attacks.
Condition once.

Slowed Example: A creature doesn’t have DisADV 2 on Checks


A creature can be Slowed multiple times. They have a while 2 sources of intimidation are in sight. They only have
DisADV 1 on Checks, regardless of the number of intimidation
stacking penalty to their Speed equal to the number of
sources in sight.
sources of Slowed they’re subjected to.

Example: A creature with Slowed must spend 2 Spaces (1


+1 extra) of movement to move every 1 Space. Alternatively,
a creature with two stacks of Slowed (Slowed 2) requires
spending 3 Spaces (1 +2 extra) to move 1 Space.

82 DC20 RPG BETA 0.9


Rattled Dangerous Activity: Any activity that causes extreme
A creature can be Rattled by more than 1 creature at a injury or stress, such as engaging in combat with a hostile
time. If a creature is surrounded by multiple sources of their creature.
fear, they’re unable to move.

DC Tip: A good example of being surrounded would be a


creature flanked on 4 sides. The GM determines if a creature
Types of Rest
is surrounded or not.
Quick Rest
A period of No Activity or Light Activity that is at least
Restrained
10 minutes long. You can only gain the benefits of 2 Quick
A creature that’s Restrained by more than 1 creature
Rests per 24 hour period.
only suffers the effects of the Restrained Condition once.
However, a creature Restrained by multiple sources will Quick Rest Benefits: You can spend 1 or more Rest Points,
remain Restrained until they’re free from being Restrained up to your maximum, at the end of a Quick Rest. When you
by all sources. do, you regain 2 HP per Rest Point spent.

Taunted
A creature can only be Taunted by 1 creature at a time. If Short Rest
they are Taunted again by another creature, the first Taunt A period of No Activity or Light Activity that is at least 1
immediately ends. hour long. You can only gain the benefits of 2 Short Rests
per 24 hour period.
Example: If a Goblin is Taunted by a Hunter, then later Short Rest Benefits: At any point during a Short Rest, you
becomes Taunted by a Champion, the Goblin is no longer
can spend Rest Points to regain HP following the same
Taunted by the Hunter.
rules as a Quick Rest. Some Features regain expended uses
when you complete a Short Rest (as listed in the Feature’s
Non-Stacking Conditions description).
The following Conditions don’t stack in any way: Burning,
Bleeding, Poisoned, Deafened, Blinded, Invisible,
Prone, Incapacitated, Paralyzed, Unconscious,
Long Rest
A period of 4 hours of Light Activity and 4 hours of No
Petrified, and Surprised.
Activity, taken in either order, for a total of 8 hours of
resting. If one of the 4 hour periods is interrupted by any

Resting amount of Strenuous Activity or Dangerous Activity, you


must begin that 4 hour period again. You can only gain the
This happens during Exploration but are specific moments benefits of 1 Long Rest per 24 hour period.
when PCs stop to rest and recover their resources, spend
Rest Points, and perform specific Rest Actions. This could Long Rest Benefits
be 10 minutes, 1 hour, or 8 hours depending on the type At any point during a Long Rest, you can spend Rest Points
of Rest being taken. These moments can include roleplay to regain HP following the same rules as a Quick Rest.
and descriptions of what happens, but they’re primarily Half Long Rest: At the end of the first 4 hour period of the
mechanical in nature. rest, you gain the benefits of a Short Rest and regain all
spent Rest Points.
Rest Terms
DC Tip: Make sure to spend any unused Rest Points at the
Rest Points: You have a number of Rest Points equal to your beginning of a Long Rest, since you regain all spent Rest
Character Level + your Might. Points after the first 4 hours of a Long Rest.

No Activity: Sleeping, meditating, or contemplating while Complete Long Rest: At the end of the second 4 hour period
idle. of the rest, you gain the full benefits of completing the
Light Activity: Non-strenuous activity that requires little Long Rest. Some Features regain expended uses when you
effort, such as talking, reading, eating, bandaging wounds, complete a Long Rest (as listed in the Feature’s description),
light foraging, and standing watch. such as regaining all spent MP.

Strenuous Activity: Any activity that requires physical DC Tip: You might just want to take a Half Long Rest (4 hour
exertion, such as traveling, hunting, exercising, training, or rest) if you only need to regain HP.
casting spells.
Doomed
When you complete a Long Rest, you lose all stacks of the
Doomed Condition.

THE DUNGEON COACH 83


Exhaustion
For each 4 hour period doing No Activity, you decrease
your Exhaustion by 1. If you spend both 4 hour periods
doing Light Activity, you must make a DC 10 Might Save.
Failure: You gain Exhaustion 1 and the DC of this Save
now increases by 5 until you complete a Full Rest.

Full Rest
A 24 hour or longer period (determined by the GM) that
is spent in an area of safety, such as a town, where you can
eat well, rest, and recover. If the Full Rest is interrupted by
any amount of Dangerous Activity you must begin it again.
Full Rest Benefits: At the end of a Full Rest, you gain the
benefits of a Long Rest and lose all levels of Exhaustion.
Your GM can determine if the Full Rest also grants
additional benefits by choosing from the list below (or make
up something that makes more sense in the given situation):

• Gain Temp HP equal to your Prime Modifier, your level,


or twice your level.
• Gain ADV on a type of Check, Save, or both for a given
period of time (1 day, 1 week, etc.).

84 DC20 RPG BETA 0.9


DCs in DC20
Most DCs that you’ll ask for will either be 10, 15, or
Difficulty Class 20. Once PCs reach higher levels and start trying to
accomplish crazier and crazier things, a DC 25 or even 30
(DC) might come up.
• DC 5: This is a Very Easy DC that probably shouldn’t
Difficulty Class (DC) is the number that a Game Master
even be asked for and would be easily accomplished by
sets as the level of difficulty required to be able to succeed
just about anyone, regardless of training. I usually don’t
in a given situation. Lockpicking a door, climbing a
ask for a Check if the DC would be 5.
steep mountain, trying to persuade someone to give you
• DC 10: This is a Moderate DC that should be doable,
something, or even trying to resist a Spell’s effect over
especially if you’re skilled at the task. Checks that are
you all have a DC that needs to be met or exceeded in
simple but still have a small chance of failure are a DC
order to succeed.
10 for me.
You always roll a D20 and add whatever relevant modifiers • DC 15: This is a Hard DC to hit for those who aren’t
there are based on what the Game Master asks for. Usually skilled in this task. If a PC has a decent modifier of a +5 in
(unless you are attacking something) this is going to be a a Skill, they would have around a 50% chance of success
Check or a Save. on this. This is my go to DC for when I really don’t know
if someone can do it or not and is one step beyond the
“moderate” DC of 10.
Setting a DC “by 5’s” • DC 20: This is a Very Hard DC to hit unless you have
Checks (in general) work on a “by 5’s” system. This helps training in this Skill. Even PCs with a +10 modifier would
to stay consistent and fair in a GM’s ruling of how difficult hit a DC 20 about 50% of the time. This DC represents
something is to accomplish. Below is a chart with a quick something of great worth and something that would be
reference, and examples are listed below that. These are Very Hard.
meant to give Game Masters a foundation to use and players • DC 25: This is an Extremely Hard DC to hit. Even if the
a general expectation to understand. If you want to get PC has a +5 in their Skill, they would still need a Nat
more specific, you can set any number you want as the DC. 20 to just succeed on this DC. I reserve this for things
that would be next to impossible at early levels of play,
DC Tip: I personally always have Checks be “by 5’s”, but when and would only be possible if the character that was
it comes to setting a DC for combat related things I use more attempting to hit this DC both had a good modifier to the
specific numbers. Things like the DC of a Trap or the DC of
roll and rolled well.
sneaking by a particular creature might be something like 12,
or 14, or 17.
• DC 30: This is a Near Impossible DC to hit. It takes a lot
for a character to get a +10 in a skill, and even if they did
DC Task Difficulty have a +10 they’d still need a Nat 20 to hit this. Reserve
this DC for those Checks that are possible for the PC
5 Very Easy
to accomplish, but it’d have to be a “miracle” for it to
10 Moderate happen (see Nat 20 and Nat 1 section below for more tips
15 Hard on when to ask for rolls).
20 Very Hard
DC Tip: The best way I can describe it is this. If I have a little
25 Extremely Hard
bit of doubt that a PC could do it, the DC is 10. If there is a
30 Near Impossible decent amount of doubt that they could accomplish this,
then the DC is 15. If I am very doubtful that the PC could
accomplish this, the DC is 20 and they better roll really high!

THE DUNGEON COACH 85


Great Success and Failure Advantages and
With 5 point increments you can dial things up or down Disadvantages
based on if they beat the Check by 5 or fail the Check by 5.
If the DC for climbing a castle wall is 15, a 15 would exactly For things that happen in the world, I adjust the DC up or
succeed, but if they beat it by 5 and got a 20 or higher, down by 5, or even get it to a specific number as previously
maybe something cool happens like the guard at the top stated. However, when the PCs describe something
doesn’t see them at all and they have a moment of surprise! they do, Game Masters can award Advantage (ADV) or
On the other hand, if they got a 10 or lower on that same Disadvantage (DisADV) to their roll based on their actions.
check (failing it by 5), maybe as they’re climbing the wall If they’re talking to a city guard and let it slip that they stole
they take too long and the guards spot them! something, the GM can give them DisADV on their Check.
If a PC comes up with a clever way to use an item or lever
This “by 5’s” system also connects to the core of DC20’s to lift something heavy, the GM could give them ADV on
Combat system. In Combat, when you roll 5 over the target’s their Check.
AC you deal more damage than you would normally, so this
can also be true for Skill Checks. DC Tip: Don’t be afraid to award ADV and DisADV for
players’ interactions with the world. This lets them know if
Example: Here is a general outline for what each possible they’re “on the right track” with their thinking or not.
scenario might look like in a given situation. This example
is for a DC of 20:
14 = Failure Failing Forward
15 = Partial Success with a setback (they got close but When someone fails a Check of some kind, it doesn’t always
didn’t hit the DC) mean they literally didn’t do what they were trying to. If
20 = Success someone tries to break open a door and they fail the Might
Check for it, that doesn’t have to mean that the door didn’t
25 = Major Success (you get some additional benefit)
break. It could break but make such a loud noise that the
DC Tip: You can also do the same for Checks that succeed guards are alerted, or maybe they’re unlucky and there’s a
or fail by 10 or more! I try not to make this be too game guard directly on the other side of the door. You could even
altering or punishing, but it’s nice to add some flavor to those have them smashing the door in this way lower the DC for
extreme rolls. the next person to attempt something.
It can feel really bad and take forever if you gate progress of
the story behind needing to hit certain numbers. This can
Complications bring the game to a screeching halt, so instead, let them fail
Going “by 5’s” is also simple when it comes to figuring out forward. Let each moment move the story forward in an
complications to a situation. Let’s say there’s a scenario interesting way.
where a PC is trying to walk across a simple rickety wooden
bridge, the DC for this could be 10 (depending on how
rickety it is). Now let’s say it started to rain, or a strong
breeze picked up, so you can just dial the DC up by one
“notch” to a DC 15! Simple! Then, if you want to add in
that the PC is being chased by bandits and needs to hurry
across as arrows and people chase them, now it’s a DC 20!
It’s very simple to step the DC up or down depending on
extra things that happen around the situation at hand.

86 DC20 RPG BETA 0.9


Game Master Guide
with the Skill being the first word and the Attribute being
Variable Attribute Skill used inside of the parentheses.
Checks Animal (Might) Check: A PC is wrestling a wild boar.
Each Skill has a Base Attribute that is its “home” on the - Yes, this could be an Athletics (Might) Check, and
Character Sheet. This is the default Attribute you would maybe for most characters, that’s what it would be.
add to each Skill unless the GM calls for something else. However, if you have a unique character that has a really
In most scenarios, you will find yourself using the Skill’s
high Animal Skill, it might make more sense for them to
Base Attribute.
use that expertise with animals to their advantage.
Example: When your GM tells you to make an Athletics - Alternatively, when you try to quickly grab an Animal
Check, that’ll most likely be based off your Might Attribute.
When your GM tells you to make an Influence Check, that’ll
you could make an Animal (Agility) Check.
most likely be based off your Charisma Attribute. Trickery (Charisma) Check: A PC is trying to impersonate
the speech or accent of another NPC to trick someone into
This keeps the game moving quickly and avoids confusion thinking they’re someone else.
on which Attribute you add to a given Check. If you’re
interested in a more customizable and creative approach to - Yes, this could be an Influence (Charisma) Check,
Skills, then here is how the “Variable Attribute Rule” works. because they’re talking to another NPC to convince them
of something, but if a character has put a lot of points
Variable Attribute Rule into Trickery, it makes sense for this “sly” character to be
Which Attribute you use for a given Skill Check depends able to impersonate people better than most.
on how you’re using the Skill. This is a much more open - If they were trying to devise a cunning plan to sneak
approach to Skill Checks, and can be used to create any into a location and infiltrate it, they could make a
possible Check. Trickery (Intelligence) Check instead.
DC Tip: Players can get creative with alternative Attributes Medicine (Agility) Check: A character is trying to
for Checks, but the GM always retains the authority to decide carefully remove metal shards from an ally.
which Check the player will make.
- Yes, I know Medicine’s “home” is Intelligence, and
Determining the default Check can be straightforward, but I would usually have Medicine Checks be used to see
what if the PC wants to use a different Attribute or Skill if you know something about things having to do with
with the Check or the GM wants to make the Check more medicine. This, though, is a careful application of your
precisely match the actions of the PC? This is where the medical knowledge needing the use of agile hand
Variable Attribute Rule comes in. There are 2 things to movements. I could even see someone using a Medicine
determine when making a Variable Skill Check:
(Might) Check to perform CPR or to jam a dislocated
Determine The Skill: Which skill is the PC trying to use in shoulder back into place.
this moment? Based on what they’re trying to accomplish,
the Skill being used is usually pretty obvious. Intimidation (Intelligence) Check: A character is trying
to convince an NPC not to go into the dangerous forests,
Determine The Attribute: Which attribute are they using so they start listing off a bunch of scary facts about how
to accomplish this task? How are they using their Skill? terrifying a beast that lives in this forest is.
Are they using Might, Agility, Intelligence, or Charisma to
- Intimidation can easily be any of the 4 Base Attributes.
make this Check? There are many ways to approach the
actions a PC might take during gameplay. See the examples
Breaking something in half would be Might. Throwing
below. a dagger right next to someone’s head barely missing
them would be Agility. Trying to manipulate a creature’s
DC Tip: The GM should ideally choose a Variable Check that actions using a social threat, extortion, or blackmail,
is well suited for the PC. If the Variable Check is worse off for could be an Intimidation (Charisma) Check. If your
the PC, they can always just choose to use the “default” Skill threat involves knowledge of key information or about
Check instead. the target specifically, you could make an Intimidation
(Intelligence) Check.
Variable Check Examples Insight (Intelligence) Check: A PC is trying to figure
Here are some examples of Variable Attributes being something out based on past experiences. You can think of
applied to scenarios for some great Skill Check results. I this as a PC’s intuition.
challenge you to think of how you could combine each of
the 4 Attributes to each of the 13 General Skills. The format
for describing these Checks is “Skill (Attribute) Check”

THE DUNGEON COACH 87


CHAPTER 4
Character Creation
Rules

88 DC20 RPG BETA 0.9


10 Step Character Creation
Outline
During Player Character Creation you will get to customize Prime Modifier
your PC in the following ways at Level 1: Your Prime Modifier is equal to your PC’s highest Attribute.
• Choose Starting Attributes
• Choose Save Masteries DC Tip: You really want a PC to have a 3 in one of their
• Choose Background (Skills, Trades, and Languages) Attributes so they can have a 3 for their Prime Modifier at
level 1. Your Prime Modifier is added to a lot of the things you
• Choose an Ancestry and Class
do in Combat and is very important.

Player Character Step 2: Save Masteries


Creation You get to choose 2 Attributes to gain Save Mastery in
at Level 1. Choose 2 of the 4 Attributes, and you’re now
able to add your Combat Mastery to those Saves. There’s
Step 1: Attributes & Prime a “Saves” section on your Character Sheet next to each
Attribute. Bubble in the circle for those you have Save
Modifier Mastery in and write in your totals for each.
You get your PC Attributes from one of the following DC Tip: If you don’t have Mastery in the Save, then the value
methods and then assign the values to each of the you write down will be equal to your Attribute. In the 2 Saves
4 Attributes. that you chose to gain Mastery in, you add +1 to the Attribute
and that’s what you write down for the Save.
Standard Array
You start with an array of 3, 1, 0, -2 and assign each value
to an Attribute of your choice. You then gain 2 additional Step 3: Background
Attribute Points to increase whichever Attributes you want, (Skills, Trades, &
up to the Attribute Limit (3).
Languages)
Point Buy This represents how your were raised, what type of culture
You start with a -2 in all of your Attributes. You then gain you were around, and what you have done since birth. You
12 Attribute Points to increase whichever Attributes you gain “Traits” from your Background at 1st level that grant
want, up to the Attribute Limit (3). you some flavorful or mechanical benefits.
Each Background gives 5 Skill Points, 3 Trade Points, and
DC Tip: Your Prime Modifier (see later in this chapter) comes
2 Language Points. You can’t go over the Mastery Limit of
from your highest Attribute, so it’s a good idea to make sure
that you get a 3 in at least one of your Attributes. Novice unless you have a Feature that allows you to do so.

Beta Note: The only piece “missing” from Background is


a “Background Trait” . This will be something that’s 100%
Roll Method FLAVOR based and only enhances roleplay.
You determine your starting values by rolling 1d6-3 four
times, and then assign each value to an Attribute of your
choice. You then gain +2 Attribute Points to increase Skills
whichever Attributes you want, up to the Attribute Limit (3). Your Background gives you 5 Skill Points, but you also
Prime Modifier Insurance: If the value of your highest increase or decrease your Skill Points based on your
Attribute is less than 3 (even after adding the +2 Attribute Intelligence Attribute.
Points), you can reduce a different Attribute value by 1 Starting Skill Points = 5 + Intelligence (yes, you do subtract
or more to increase your highest Attribute by the same if your Intelligence is negative).
amount. You can’t reduce an Attribute value below -2 or
Knowledge Skills: Remember, if you put 1 Skill Point into
increase an Attribute above your Attribute Limit (3).
a Knowledge Skill, you get a free “bonus point” to put into
any other Knowledge Skill. You still have to follow the
DC Tip: This method of determining your starting Attributes
Mastery Cap of Novice though.
is the most risky. It offers the potential for the highest
starting Attributes, but also the lowest. If you add all your
Attributes together, their sum should be 2 (on average). If DC Tip: Bards get 2 more Skill Points at level 1 in their
you get less than this, then talk to your GM about potentially Class Table.
rerolling your Attributes (or using a different method).

THE DUNGEON COACH 89


Trades Step 6: Defense
Your Background gives you 3 Trade Points. You can
Fill in your Character’s Physical and Mystical Defense.
convert 1 Skill Point into 1 Trade point, but not the
other way around.
Physical Defense
Unarmored, Light Armor, and Heavy Armor all use the
Languages following Formula:
Your Background gives you Fluency in the Common
Language and 2 Language Points that you can spend on any
Language of your choice. Additionally, you can convert 1 Physical Defense = 8 + CM + Agility + Armor Bonus
Trade Point into 2 Language Points.
DC Tip: Armor Bonus for both Light Armor and Heavy
Armor is +1.
Background Starting
Barbarians and Monks have unique Formulas for their PD
Equipment if they choose not to wear Armor :
Coming Soon. You get a list of starting equipment based on
your Background. You could instead choose to receive a flat
Barbarians = 8 + CM + (Agility or Might) + 2
amount of gold or even roll for your gold.

Step 4: Health Points Monk = 8 + CM + Agility + 2


Fill in your Character’s HP. You may potentially add
more if you choose an Ancestry or Class that grants bonus
HP at Level 1. Mystical Defense
All Characters’ Mystical Defense uses the same Formula:
Starting HP Formula: 6 + Character Level + Might
Mystical Defense = 8 + CM + Charisma + Intelligence
DC Tip: To simplify this I always tell Players that their
starting HP is 7 + Might, and yes, you do subtract if Might is Monks have a unique Formula for their MD:
negative. Also how Class Bonus HP works is that all Martials
(and Warlocks) get +1 HP and all Spellcasters get +0 HP (this Monk = 8 + CM + Charisma + Intelligence + 2
makes it very easy to remember). Then we add in possible
Ancestry HP once they choose it later.
Damage Reduction
Fill in each section’s Damage Reduction.
Step 5: Stamina & Mana Physical Damage Reduction: This only applies if you’re
Points wearing Heavy Armor (or have some other feature that
grants PDR).
Fill in your Character’s SP and MP. Martial Characters
have 1 Stamina Point (SP), Spellcasters have 6 Mana Mystical Damage Reduction: This is most likely 0 for
Points (MP), and Hybrid Characters (such as a Spellblade) everyone (unless you have a feature that grants it).
have 1 Stamina Point (SP) and 3 Mana Points (MP).

Step 7: Combat Modifiers


Fill out the rest of the blanks on your Character Sheet.
Attack / Spell Check: +4
Save DC: 14
Martial Check: Highest between Athletics or Acrobatics
Death Threshold: -3
Move Speed: 5
Jump Distance: Equals your Agility (minimum of 1)
Rest Points: 1 + Might (minimum of 0)
Grit Points: 2 + Charisma

90 DC20 RPG BETA 0.9

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