• What is Dungeon Dwellers Roleplaying Game?

    Dungeon Dwellers Roleplaying (DDRPG) is a fantasy tabletop RPG published by Reaper Miniatures. DDRPG is a bridge product, emphasizing intuitive, consistent gameplay welded to the old-school themes of perilous adventure, risk, and delving into the unknown.


  • Why not OSR, 5e or Pathfinder?

    The OSR, 5e, and Pathfinder marketplace is cluttered. Publishers are shoulder-to-shoulder fighting over the same fanbase. We decided to go another route providing the best of both worlds.

    DDRPG is first and foremost a love letter to the RPG most of us learned in our youth. DDRPG is built on that familiar foundation but we’re committed to pushing the game in new directions by breaking the “rules”. The sacred cows of the game system are largely intact but the inconsistent and clunky elements are being retooled for ease of gameplay. DDRPG is not “rules lite” but rather “rules complete”.

  • Will DDRPG be OGL, CC, or otherwise open?

    Answer to follow… we’ve yet to publish and some big decisions have yet to be made.


  • Are there actual gameplay videos?

    Yes, we have a series of videos on our channel on YouTube.


  • Can we try DDRPG out?

    Yes, you can download the playable Beta 3.0 here:

    DDRPG Beta 3

    Along with the Beta 3.0 there are several freebie adventures ready for download. Enjoy!


  • Will the books in the collector's box be sold separately?

    Absolutely. The collectors box is for completists and those wanting everything they need to get started playing DDRPG in one go. If all you want is the core rulebooks there’s an option for that. If you’re a Player and only want the Players Guide, it’s available to you.


  • Can we just buy the dice?

    You bet! They’re available right now on our website:

    Dungeon Dwellers Dice

  • My Players only want to play one set of rules, how can I convince them to give DDRPG a try?

    We’re fans of a lot of games: 5e, Pathfinder, and GURPS to name just a few. Each game delivers a different experience by emphasizing different mechanical and thematic elements.

    DDRPG is a bridge between the various editions of d20-powered games. If you’re familiar with any edition of “The World's Most Popular Tabletop RPG” you’re familiar with 85% of DDRPG. The transition should be seamless.

    Fewer Player options mean less time scrutinizing rules for optimized builds. Fewer GM options mean less prep time. In both cases, fewer options mean a more focused experience with fewer headaches because of long lists of extensive class features and folk abilities.

    As the GM, hopefully, you can inspire your Players to expand their horizons and give other games a try. It’s not “my way or the highway” for you or the Players. Approach them directly and honestly, discuss it, and come to a compromise. We think your gaming group will love it!


  • Does DDRPG have an online presence?

    Indeed. We post regular sneak peeks and participate in developer chats on the official Reaper Minis forums here:

    Reaper Forums

    We also have our own dedicated Discord server here:

    Reaper Discord

    Feel free to post questions and comments. We love interfacing with our fans.



  • What races are offered?

    Initially, DDRPG will have four playable races we call Folk: Hill Dwarf, Wood Elf, Proudfoot Halfling, and Human. Each of the Folk offers different traits. Elves have low-light vision, halflings are sneaky, humans are versatile, and dwarves are sturdy.


  • Will other Folk be added and when?

    Absolutely, we intend to expand into many subfolk such as Irontrod Halflings, High Elves, and Mountain Dwarves. We will also venture into various half-folk such as Half-Elves and Half-Orcs.


  • Will Tieflings and other Planetouched folk be available? What about exotic folk such as rabbit and turtle people?

    Eventually. The goal is to establish ourselves with more typical offerings in order to anchor our setting. A kitchen sink approach to Player choices leads to decision paralysis and dilutes the setting. There are also balance issues, especially with the more exotic beings. We’ve prioritized new Folk releases. Rest assured, more are coming.


  • What Classes can we play?

    On launch, DDRPG will have four playable Classes: Cleric, Fighter, Rogue, and Wizard. Like Folk, we’re considering carefully what and when we make additions in order to preserve DDRPG’s grim fantasy. As with all aspects of DDRPG, GMs are encouraged to work with Players introducing new Folk options for their own games.


  • What other Classes are planned?

    Class expansions include Specialist Wizards such as Necromancers, and Fighter subclasses such as Rangers, Barbarians, and Paladins. Everybody loves Bards so it won’t be long before the loveable jack of all trades is available. Monks and Sorcerers are also in the works. As with Folk, GM’s should work with the Players introducing new Classes into the game.

  • Are there Alignments?

    Yes. We use a simple moral designation of Good, Neutral, and Evil. The Gamemaster’s Vault provides two alternatives one of which is ethical Alignment of Law, Neutral, and Chaos more in keeping with Moorcockian themes. The other is the classic nine moral-ethical arrangements ranging from Lawful-Good to Chaotic Evil.


  • Are there Feats?

    We like the idea but the core release won’t include Talents. Future releases will add Talents which will function in the same manner as Feats but PCs will have to quest for them either finding an instructor or finding a book or ancient scroll imparting that knowledge.



  • Can Ability Scores be improved?

    Not by default but there is an option in the Gamemaster’s Vault. PCs are assumed to be at their peak when they are created.


  • How do PCs improve?

    As PCs adventure they earn Experience Points (XP). XP is earned by overcoming challenges and defeating obstacles, such as monsters and traps. The GM determines what a given Challenge is worth based on overall difficulty. Difficulty in relation to level determines how much a given Challenge is worth in terms of XP.

    When your accumulated XP equals or exceeds a set threshold, the PC gains a new Level unlocking new Class features with more hit points, including spells, increased damage, and improving their overall competence.


  • Do the Classes have their own XP tables?

    Nope, one XP table to rule them all! The reason: simplicity.


  • How often do PCs gain Levels?

    That depends upon the desires of the GM and the Players’ expectations. There are options for slow and fast progression but in general, it takes 10 significant challenges for a PC to gain a Level. This is all ball barked. Monsters and other challenges don’t have a listed XP value. The difficulty is relative, what one group struggles with another group finds a cakewalk. The GM ultimately decides and awards the XP. Options for milestone and ad-hoc leveling are also provided for those who don’t want to track XP awards.


  • What’s the Level cap in DDRPG?

    The Level cap in the Players Guide is 10. Classes will be expanded to higher levels in later volumes. One of the design goals is to ensure DDRPG is playable at all Levels. According to statistics, most D20-powered games end around 7th level, the reason: the game becomes so top heavy it’s hard to run a character and it’s too hard on the GM to challenge the superheroes. Some groups make high-level play work but in all cases, it takes a lot of work. We’re keeping things down and dirty, gritty. There will be combats the PCs outclass and whomp on their foes. Other times the PCs, in spite of great play and resources, get a whoopin. No peril, no point.


  • Can you Multiclass?

    The Gamemaster’s Vault includes an option for multiclassing. it’s simple and straightforward. The reason multiclassing is nested in the GM’s Vault is it’s optional.


  • What’s DDRPG’s skill system like?

    DDRPG doesn’t have a set skill list, it doesn’t need one. Instead, we use Ability Checks combined with Proficiency or Non-Proficiency when faced with a Challenge ordinarily handled with a Skill check. If what the roller is attempting is in line with their Folk, Class, and Background, it’s Proficient and the roller adds their Level and the appropriate Ability Modifier to the d20 roll. If what is attempted is outside of Folk, Class, and Background, one-quarter of Level (rounded down) along with the appropriate Ability Modifier is added to the d20 roll.

    For example: a PC grows up on a river and knows how to handle a boat. If called upon to handle a rowboat, canoe, or coracle, the PC is likely Proficient. On the other hand, if the PC finds themselves at the wheel of a galleon, the PC is, at best, Non-Proficient. Since the PC grew up on a river they likely know how to fish, swim, identify local riparian wildlife, perform routine boat repair, etc. Arbitrary skill points and ranks confine and restrict a PC’s creation and growth. It’s on the GM and Player to come to an understanding of what is and isn’t Proficient based upon what’s on the PC’s character sheet.


  • How is Initiative determined?

    DDRPG uses a single die to determine Initiative. Each participant rolls a die from D4 to D12; Weapon Initiative starts at a D8 assuming the size of the weapon and wielder are the same. If the weapon is larger, the Initiative die slides down one die type per size difference. If the weapon is smaller, the die type goes up by one per difference. Weapons with the versatile trait may be wielded in two hands improving the Initiative die by one step. Spells have their own Initiative die, usually a D8. Movement or other actions such as drawing a sword or retrieving a potion from a backpack are usually a D8.


  • Initiative isn’t determined with a d20, why?

    Many reasons. Initiative isn’t an Attack Roll, Saving Throw, Ability Check, or Damage Roll. It’s not tied to pass/fail and outside the typical things you dice for. D20 rolls are too random, and spreads out combatants forcing GMs to spend way too much time organizing the combat or requiring the GM to perform long countdowns i.e. 20… 19… 18… etc. Rolling other dice is fun. Using smaller dice pushes combatants together instead of spreading them out, allowing them to time and pace their attacks and maneuvers for more exciting collaborative combats. This leads to more ties, but PCs win against GM-controlled foes.


  • Why is Initiative rolled every round instead of once?

    Two of the pillars of DDRPG combat are dynamic gameplay and unpredictability. Rolling once is simpler but it’s boring and predictable. Worse yet, going last is really no different than going first after the first round of combat. Rolling every round introduces uncertain timing into the game. There are many timed situations where not knowing adds to the drama, and adding to immersion. Besides, rolling every round is fun.


  • Why doesn’t Dexterity factor into Initiative rolls?

    Because decisive action in threatening situations isn’t solely dependent upon reaction time. All Ability Scores factor into combat. If a PC is burdened, if they feel poorly or are fatigued, if they are inattentive, if they are demoralized their combat effectiveness is compromised. If all Ability Scores are a factor then none of them should be.


  • What’s DDRPG combat like?

    Combat in DDRPG is tactical and miniatures-focused. You can use beads or chits or whatever you have lying around but to get the most out of the system it’s best to use a grid of some sort. Even graph paper will do in a pinch. Surprise is determined with combatants either being aware and capable of taking Actions or being somehow restricted either going last in the round or not having any action at all.

    Combat takes place in discrete units called Rounds lasting roughly 5 seconds. Combatants roll Initiative taking their actions in turn. When your Initiative number is called, you take your turn. Generally, combatants can move and take an Action or take an Action then move. Move is determined by Folk with Dwarves being the slowest and Humans and Elves being quicker. Armor and Load (how much you carry) modifies Move.There are a lot of tactical options available to combatants including Maneuvers (see below).


  • Are there Criticals in DDRPG?

    Yes. Critical hits occur on a natural roll of 20 inflicting maximum possible damage and provokes a critical hit. After rolling a natural 20, another d20 is rolled adding all modifiers as before. If this equals or exceeds the target’s Defense, a Critical Hit is scored inflicting another die of damage. If another 20 is rolled after the first, a third attack is conducted, and so on.

    For example, A 3rd Level Fighter (Str 16) armed with a greatsword wielded in two hands (1d12) is squaring off with an angry minotaur (Defense 15). The Fighter’s Attack Roll is 26 but more importantly he rolled a natural 20 provoking a Critical Hit. Rolling the d20 again, and adding the 6 from modifiers, the Fighter rolls a 26 again and another natural 20! Rolling again the d20 comes up a 10 but including +6 brings his final Attack Roll to 16 more another hit and confirming the double Critical Hit.

    The damage is 12 (max damage for the great sword) +3 for Strength 16 + 1d12 for the first confirmation roll and another 1d12 for the second for a total damage of 12 + 3 + 1d12 + 1d12. Impressive!

    Most combatants in DDRPG don’t have hundreds of hit points. A critical hit at the right time can drop even the mightiest of foes. Note! Criticals can occur with Ability Checks as well!


  • Are there Fumbles in DDRPG?

    Oh yes. Both Ability Checks and Attack Rolls can be fumbled. On a natural roll of 1, a Fumble may occur. Roll the Attack or Ability Check again adding in all modifiers as before, if the roll is less than the target’s Defense or Difficulty Class for the Ability Check, a Fumble occurs.

    Fumbles are short-term setbacks and disadvantages ratcheting up the drama of the situation. Fumbles aren’t lethal in and of themselves but they can be injurious, frustrating, or embarrassing. Or all three.

    A fumbling combatant is usually left open to Opportunity Attacks by all within reach. Alternatively, a fumbling creature could drop or damage their weapon, their bowstring snaps, they trip, they injure or disadvantage an adjacent companion, or they somehow lose their next Action. GMs are encouraged to flex their creative muscles to make Fumbles as interesting as possible.


  • How is damage tracked?

    All creatures in DDRPG have Hit Points reflecting their ability to cope with injury as well as stamina and overall toughness. When Hit Points are exhausted, a creature is likely to die. When Hit Points are reduced below 0, the combatant has till the end of the round to be stabilized or they die. There are no Death Saves in DDRPG. Once a PC is below 0 HP, their allies had best get them a potion of healing, make a Wisdom Ability Check, or cast a spell otherwise the PC is a goner. DDRPG Combat is brutal by design.


  • Is there more to do in combat than hitting and inflicting damage?

    Oh yes. We have Maneuvers. Maneuvers are cool action-movie moves such as tripping, disarming, and pinning your foe. Maneuvers work against a foe, manipulating them physically or even psychologically so you have an advantage against them the following round. Maneuvers can take the place of a Move so a character who doesn’t move in the round but is engaged with a foe can first attempt to disarm or trip the foe, and then still make an attack (presumably taking advantage of the disarmed or prone foe). This makes combats much more robust and tactical.


  • What’s DDRPG magic like?

    We saw what 5e did and even though it was a vast improvement over previous editions, we thought it was time to move past the Vancian system and push DDRPG’s spellcasting system in a modern direction. Some highlights:

    • Caster Level and Spell Level have been brought in line so a 3rd-level spellcaster can cast up to 3rd-level spells. Forty-plus years of confusion sorted.
    • Spellcasters prepare a number of spells per day. These are the spells they have available to cast per day. Think of it as their repertoire.
    • Spell Points instead of Spell Slots. Casters receive a set number of Spell Points per level. They use these to power their spells. Spell Point cost is equal to level so a 1st level spell costs 1 Spell Point to cast. Cantrips are treated as innate abilities and do not have to be prepared ahead of time or cost Spell Points.
    • All spells are scaleable by investing more Spell Points. This allows the spellcaster to tweak the spell effects, increasing damage, number of targets, and degree of effect. Each Spell Point increases the Spell Level which is limited by Caster Level.
    • All spells have been redesigned from the ground up making many spells accessible at earlier levels; animate dead, for example, is a 1st level spell.
    • Pass/fail spells such as hold person are being revamped improving their utility and effectiveness.
    • Many old spells have new evocative names.
    • New spells have been added filling gaps such as Vadricar’s Vile Venombolt

  • Can I create my own custom spells?

    Yes and no. The simplest suggestion is to retheme an existing spell such as turning a lightning bolt into a flaming bolt or a fireball into an iceball. That’s just changing the elemental flavor and damage type of the spell. If the Gamemaster sees no problem with it then by all means! Spells from other sources, and there are lots of them out there, are fine to port in with the GM’s permission. Most combat spells will have to be brought in line with the damage output of similar spells. Any spell rendering another obsolete should be rejected out of hand.


  • Can I create my own magic items?

    Not initially but be patient. Characters are initially limited to Level 5 however there’s nothing preventing a GM from allowing Cleric and Wizard PCs from scribing scrolls and creating potions through alchemy. Scrolls and potions have to come from somewhere, right?

    Any known spell can be put onto a scroll provided the scriber has the right materials (parchment, special inks, quill), expertise, and time. A future volume expanding upon magic will include detailed but straightforward easy math magic item creation mechanics. The same goes for potions although only spells up to level 5 can be brewed into a potion. More complex spells require formulations falling under the Wondrous Devices magic item category.

25301 Dungeon Dwellers: Player's Guide

25302 Dungeon Dwellers: Gamemaster's Vault

25303 Dungeon Dwellers: Denizens of the Dungeon