Dragons Dice - 50th Anniversary Edition - Basic Set - Pages

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Writing and Layout: Ricardo I. A New Edition of D’D .............

4
Peraça Cavassane
II. Player Contenders ................. 5
Artwork: Felipe da Silva Faria,
Bartek Blaszczec III. Basic Rules .......................... 8

Dicier font: Speak the Sky IV. Basic Bestiary ..................... 12

V. The Freedom Realms ........... 14

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Dragons’ Dice, D’D, the Dragons’ Dice logo, the terms Dice-Rolling Game
or DRG, Dice Master or DM, Player Contender or PC, Harm Points or HP, and
the rules of D’D, as well as the characters, places, organizations, creatures,
spells, artifacts, etc. of the Freedom Realms are property of Tragos Games
and Copyright 1974 Tragos Games. All Rights Reserved. See you in court.
Welcome to the 50th Anniversary sixty spells, a hundred monsters,
Edition of Dragons’ Dice, the first and DM (Dice Master) guidelines.
and best fantasy DRG, or Dice-
Rolling Game. Finally, in the Epic Set, you will
find the epic rules for 11nd-20th
If you are new to D’D and DRGs in level PCs, twenty clans, twenty
general, all you have to know is that classes, a hundred and twenty
it is a game in which you and your spells, two hundred monsters, and
friends will roll dice, and the result more DM guidelines. Additionally,
of your dice rolls will determine the Epic Set includes a license and
whether you win or lose (though guidelines for the creation of fan
we usually say no one ever loses as content.
long as they are having fun playing
D’D with their friends), and all that
in an imaginary fantasy setting!
We have always embraced the
Those who played the older editions content created by the fans of D’D,
of D’D will find, in this new edition, and in this edition it would be no
a streamlined version of the rules different. By purchasing the Epic
and an update on the game’s official Set of D’D, you will be granted a
setting, the Freedom Realms. personal and non-transferable
license for creating your own
content.

In this new edition, D’D comes All fan content of D’D must be
in three different sets: Basic, uploaded to the Dragons’ Dice Den
Advanced, and Epic. Each set must website, in which other players will
be purchased separately. be able to acquire such content for
small fees and, if your content calls
The set you are reading is the Basic our attention, it may even become
one. In the Basic Set, you will find part of new D’D products!
the basic rules for 1st level PCs
(Player Contenders), three clans,
two classes, twelve spells, and ten D4 D6 D8 D10 D12 D20
monsters. Notice that, without a license,
you cannot create fan content for
In the Advanced Set, you will find D’D, whether using our patented
the advanced rules for 2nd-10th dice-rolling rules or our original
level PCs, ten clans, ten classes, fantasy setting.
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Each player controls a PC of the
player’s own creation. To create a
1st level PC, choose a clan and one
1st level clan skill, then choose a
class and three 1st level class skills.

Finally, all 1st level PCs have 20 HP


(Harm Points).

Some players get so attached to


their PCs that they even give them
funny names!

A skill allows a character to roll dice


to initiate combat (I), move (M),
make a melee attack (mA), make a
ranged attack (rA), defend (D), and/
or heal (H). Short, robust, strong, and stubborn
underground dweller miners and
Some consumable items also allow
fighters who enjoy beer and war.
a character to roll dice once with an
action, for instance: • Walking Movement (M): d6+d6
• Healing Potion (H): d4+d4 • Unarmored Defense (D): d8+d8
• Holy Water (rA): d8+d8 (only Choose one clan skill:
damages undead and fiends) • Improvised Tool (mA): d8+d8
• Poison Resistance (D): d10+d8
• Underground Initiative (I):
The clan determines the PC’s d10+d8
Walking Movement (M) and
Unarmored Defense (D) skills and
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provides the PC with one chosen 1st
level clan skill. There are many more options of
skills in the Advanced and Epic
This set includes three clans: the sets. You will want to get those,
Dwarven clan, the Elven clan, and because a PC cannot get anything
the Imperial clan. done without skills!
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Tall, slender, agile, and arrogant
forest dweller archers and casters
who contemplate on nature and
magic and kill monsters.
• Walking Movement (M): d8+d8
• Unarmored Defense (D): d6+d6

Choose one clan skill:


• Hand-crafted Bow & Arrows
(rA): d8+d8
• Enchantment Resistance (D):
d10+d8
• Forest Initiative (I): d10+d8

Though average in every aspect,


The class determines the PC’s
this human clan forged the greatest
Combat Initiative (I) and Unarmed
empire in the world, tranks to the
Attack (mA) skills and provides the
courage of its knights and wizards.
PC with three chosen 1st level class
• Walking Movement (M): d8+d6 skills/spells.
• Unarmored Defense (D): d8+d6
This set includes two classes: the
Choose one clan skill: Fighter and the Caster.
• Imperial Shield (D): d8+d8
(increases one die by one tier if
an ally uses this skill in the same Most classes have access to spells,
position) which are a special type of skill. A
• Imperial Sword (mA): d10+d8 spell has its level marked after the
• Urban Initiative (I): d10+d8 skill type, like in the 5th level spell
Fireball (rA, 5th).

0th level spells can be used at will,


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like other skills.
Clans, classes, items, monsters,
rules, etc., including fan-made 1st level spells may be used once
ones, can also be purchased per combat by 1st level PCs.
separately in the Dragons’ Dice
Den website.
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A martial combatant. An arcane spellcaster.
• Combat Initiative (I): d8+d8 • Combat Initiative (I): d6+d6
• Unarmed Attack (mA): d6+d6 • Unarmed Attack (mA): d4+d4

Choose three class skills/spells: Choose three class skills/spells:


• Bow & Arrows (rA): d8+d8 • Cloak (D): d8+d8
• Broadsword (mA): d10+d10 • Quarterstaff (mA): d8+d8
• Chainmail (D): d10+d10 • Sling (rA): d6+d6
(makes initiative rolls with
disadvantage) • Flaming Bolt (rA, 0th): d8+d8
• Double Daggers (mA/rA): d6+d6 • Sense Threats (I, 0th): d10+d10
(may make a ranged attack only • Magic Missiles (rA, 0th): 4d4
twice per combat) • Shocking Touch (mA, 0th):
• Leather Armor (D): d10+d8 d6+d6
• Plate Armor (D): d12+d10 • Weapons Ward (D, 0th): d10+d8
(makes initiative and movement (can only be used against non-
rolls with disadvantage) spell attacks)
• Spear & Shield (mA/rA/D): • Arcane Shield (D, 1st): d12+d12
d8+d6 (may make a ranged
• Cold Grasp (mA, 1st): d10+d10
attack only once per combat)
• Corrosive Bolt (rA, 1st):
• Sword & Board (mA/D): d8+d8
d10+d10 (decreases the size of
• Trident & Net (mA): d8+d8 one die of the defense skill by
(instead of causing damage, one tier)
may impede the target from
• Elemental Absorption (D/H,
using movement skills; also
1st): d10+d10 (can only be used
makes opportunity attacks with
against spell attacks; if used to
advantage)
defend against an elemental
• Two-handed Polearm (mA): spell attack and it causes no
d10+d8 (while in the back, damage, the caster heals HP
can make a melee attack at equal to half the attack roll)
a target at the front without
• Flash (M, 1st): d10+d10
disadvantage)
(changing position does not
• Second Wind (H, 1st): d4+d4 trigger opportunity attacks)
(may only heal the Fighter itself) • Magic Barrage (rA, 1st): 6d4

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Everything in D’D is decided with Before a combat begins, all PCs
the rolling of dice. The only way to and monsters involved roll Combat
roll dice is to use a skill. Initiative (I) or other appropriate
initiative skill.
The dice used have six tiers of sizes:
d4, d6, d8, d10, d12, and d20. The results determine the turn
Rolling higher is always better. order, from the highest roll to the
When two or more rolls are tied, lowest roll.
remake those rolls.
Also, if the result of the roll is
A dice roll can eventually be made 4 or less, the PC or monster is
with advantage or disadvantage. surprised and makes all rolls with
• Advantage: roll the dice twice disadvantage on its first turn.
and discard the lowest total.
• Disadvantage: roll the dice
twice and discard the highest
total.

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• Ranged Attacks: a PC in the
back may make a ranged attack
After rolling for initiative and with disadvantage on a monster
before the combat effectively at the back or behind the enemy,
begins, each PC and monster or a ranged attack on a monster
determines its position, between at the front, and vice-versa.
front and back, starting from the
lowest to the highest initiative roll.

Usually, Casters stay at the back and • Melee Attacks: a PC between


Fighters at the front. enemy lines may make a melee
attack on a monster at the front
or at the back, and vice-versa.
• Melee Attacks: a PC in the front • Ranged Attacks: a PC between
may make a melee attack on a enemy lines may make a ranged
monster at the front or between attack with disadvantage on a
enemy lines, but must move monster at the front or at the
to between enemy lines to be back, and vice-versa.
able to make a melee attack on
a monster at the back, or to the
back to be able to make a melee • Melee Attacks: a PC behind the
attack on a monster behind the enemy may make a melee attack
enemy, and vice-versa. on a monster at the back, and the
• Ranged Attacks: a PC in the first melee attack is made with
front may make a ranged attack advantage, and vice-versa.
on a monster at the back or • Ranged Attacks: a PC behind
behind the enemy, or a ranged the enemy may make a ranged
attack with disadvantage on a attack on a monster at the back,
monster at the front or between and the first ranged attack is
enemy lines, and vice-versa. made with advantage, and vice-
versa.

• Melee Attacks: a PC in the back


may make a melee attack on a
monster between enemy lines D4 D6 D8 D10 D12 D20
or behind the enemy, but must Starting combat behind the
move (to the front) to be able enemy requires special initiative
to make a melee attack on a skills, like the Ambush (I) skill
monster at the front, and vice- of the Ranger class, found in the
versa. Advanced Set.
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On a PC’s turn, the PC may use a When a PC or monster makes a
movement skill and one attack skill melee or ranged attack at an enemy
or healing skill. The PC’s defensive target, they must roll the dice of an
skills are used on the monster’s attack skill.
turns.
Then, the target of an attack must
On a monster’s turn, it may use a roll the dice of a defense skill.
movement skill and one or more
If the attack roll is higher than
attack skills or healing skills (each
the defense roll, the attack causes
monster has a certain number of
damage.
non-movement skills per turn). The
monsters’s defensive skills are used
on the PC’s turns.
When a PC or monster attempts to
stop the movement of an enemy,
they make a melee attack.
Using a movement skill like
Walking Movement (M) allows a PC This attack is called an opportunity
or monster to change its position or attack and, instead of being
attempt to flee. compared to the roll of a defensive
skill, it is compared to the roll of a
To change its position from front to
movement skill.
back or from back to front, no roll is
necessary.

To change position from front The difference between the attack


to between enemy lines, or from roll and the defense roll is the
between enemy lines to behind the damage caused to the target’s Harm
enemy, or to flee from combat, no Points.
roll is necessary, unless an enemy
wants to stop your movement.

When an enemy attempts to stop When a PC or monster spends an


your movement, the enemy rolls action to use a healing skill or item
a melee attack skill and you roll a on itself or another target, they roll
movement skill. the dice of the healing skill or item
and add the result to the current HP,
If you roll higher, you can change
which may not surpass the original
position or flee. If the enemy rolls
value (which is usually 20 for 1st
higher, you take damage from the
level PCs and monsters).
enemy’s melee attack.
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Some players like to pair the dice-rolling with what they call “role-playing”:
pretending to be their PCs, talking like their PCs would, etc. We do not
advise this practice, for it may create many problems, and also get in the
way of the dice-rolling fun. This game is about killing fantasy monsters and
taking their loot, not about deep stories, feelings, or societal issues.

When a PC or monster falls to 0 If a monster’s HP is currently half


HP, it is considered fallen. A fallen or less its original value, it can beg
target will die soon if not healed. for its life instead of attempting to
Using any form of healing on a flee.
fallen target will bring it back to
action. If the PCs accept, the monster
leaves combat, and the PCs gain
Most monsters do not have access only half the XP from that monster.
to healing, thus they usually die
when falling to 0 HP, while PCs Usually, the PCs ask for something
usually only die when all of them in trade of letting a monster go, like
fall to 0 HP at the same time. a piece of information.

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Each monster has a level, which
• Combat Initiative (I): d10+d8
measures its power, in comparison
to a character of that same level. • Walking Movement (M): d10+d8
• Bite (mA): d8+d8 (causes poison
This set includes monsters of level damage; a damaged target makes
0, 1 and 2. all rolls with disadvantage)
0th level monsters usually have • Web (rA): d8+d8 (does not cause
10 HP, 1st level monsters usually damage but impedes the target
have 20 HP, and 2nd level monsters from using movement skills)
usually have 40 HP. • Hide (D): d10+d8
Each monster has a number of • Loot: 4 XP, 1d4 GP
actions per turn (to use for attack
or healing skills), a few skills/spells,
and loot, that is, the XP and GP
each PC gains when the monster is • Ambush (I): d10+d10 (can start
defeated by the group. behind the enemy, unless when
surprised)
0th level monsters usually give 2 • Walking Movement (M): d8+d8
XP, 1st level monsters usually give
• Goblin Blade (mA): d8+d8
4 XP and 1d4 GP, and 2nd level
monsters usually give 8 XP and 2d4 • Goblin Bow (rA): d8+d6
GP. • Hide Armor (D): d8+d8
• Loot: 4 XP, 1d4 GP

• Combat Initiative (I): d10+d8


• Walking Movement (M): d8+d6 • Combat Initiative (I): d8+d6
• Imperial Sword (mA): d10+d8 • Walking Movement (M): d6+d6
• Imperial Shield (D): d8+d8 • Flying Movement (M): d8+d6
(increases one die by one tier if • Bite (mA): d6+d6 (causes poison
an ally uses this skill in the same damage)
position)
• Hide (D): d6+d6
• Loot: 4 XP, 1d4 GP
• Poison Resistance (D): d10+d10
• Loot: 2 XP
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• Invisibility (I): d10+d10 (can • Sense Heat (I): d12+d12
start behind the enemy, unless • Crawling Movement (M): d4+d4
when surprised)
• Pseudopod (mA): d4+d4
• Walking Movement (M): d8+d6
• Acidic Spit (rA): d6+d6 (causes
• Flying Movement (M): d8+d8 acid damage; a damaged target
• Sting (mA): d10+d8 (causes makes defense rolls with
poison damage) disadvantage)
• Hide (D): d8+d6 • Slime (D): d6+d6
• Magic Resistance (D): d10+d8 • Loot: 2 XP
• Loot: 4 XP, 1d4 GP

• Combat Initiative (I): d8+d8


• Combat Initiative (I): d8+d8 • Walking Movement (M): d6+d6
• Walking Movement (M): d8+d8 • Rusted Blade (mA): d8+d6
• Knife (mA): d6+d6 (increases • Old Bow (rA): d6+d6
one die by one tier if an ally uses • Rusted Armor (D): d10+d8
this skill in the same position)
• Loot: 4 XP, 1d4 GP
• Sling (rA): d6+d6
• Scales (D): d8+d6
• Loot: 4 XP, 1d4 GP
• Combat Initiative (I): d8+d8
• Walking Movement (M):
d10+d10
• Combat Initiative (I): d8+d8 • Bite (mA): d6+d6
• Walking Movement (M): d10+d8 • Claws (mA): d4+d4
• Club (mA): d10+d8 • Fur (D): d8+d8
• Sling (rA): d8+d6 • Loot: 2 XP
• Throw Big Rock (rA): d10+d10
(spends two actions; may hit D4 D6 D8 D10 D12 D20
up to two targets at the same Do not change these monsters
position) or make new ones, or you will
• Hide Armor (D): d8+d6 disrupt the game balance! You
will find more monsters in other
• Loot: 8 XP, 2d4 GP
sets of the game.
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The continent of Crysos is divided Though kings hold power and their
in many realms. The Imperium armies protect palaces and vaults,
is the largest one, home of the the economy and defense of the
Imperial human clan. The United Freedom Realms is run by guilds.
Citadels is the second largest realm,
home of the dwarven clan. The Every trade and craft, from
Greenland, of the homes of the agriculture to blacksmithing, has
elven clan, is the third largest one. its own guild (usually more than
one), a hierarchically organized
Those and other realms are known and strictly regulated association
as the Freedom Realms. The name of workers. However, the richest
came after the liberation of the and most powerful guilds are the
continent from its former rulers: adventuring guilds, like the Grand
dragons, giants, and demigods. Guild and the Legendary League.

In the past, humans, dwarves, elves Those guilds are present in many
and other peoples were enslaved by realms and compete with each other
powerful monsters, but heroes rose for territory and gold, within the
and slayed those tyrants, freeing continent or in the colonies. Some
all peoples. Today, those heroes are say the guildmasters are the real
revered, and the gods are mostly rulers of the Freedom Realms.
forgotten. The ruins left behind by
the fallen tyrants, full of monsters
and treasures, are now explored by • Coat of Arms: Blue shield with
intrepid adventurers. golden dragon
• Motto: “Gold to the Bold”
• Hierarchy: Grand Master
In other continents, there are (Cornelius, the Elder), Master
colonies of the Freedom Realms. (one for each class), Aristocrat
There are plenty of adventuring Adventurer, Adventurer,
opportunities in those untamed Apprentice Adventurer.
lands inhabited by monsters and
savages, and some of them are The Grand Guild is the largest
still ruled by powerful tyrants, like adventuring guild. Its guildmaster,
Crysos was in the past. Cornelius, the Elder, is a retired
adventurer who established the

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This work is a satyre, an anti-homage to the fifty years of “the world’s
greatest roleplaying game”. We do not endorse any of the ideas expressed
here, on the contrary. This game is playable, however, and maybe its rules
can be put to good use. It is also licensed under a Creative Commons
Attribution-ShareAlike 4.0 International License.

guild with the gold he found on


his last adventure, of which he
was the sole survivor. Cornelius Other adventuring guilds include
owns an impressive collection of the Heroic Horde (formed by
arcane artifacts, including weapons members of the Orcish clan) and
wielded by the heroes of old. the Wizards of the West.

The Grand Guild accepts aristocrats


as adventurers, who usually pay for
The syndicates are clandestine
protection and guidance as they
guilds of criminal adventurers.
delve into dungeons for fun.
The most dangerous ones are
the Adventurers’ Union and the
Underground Pirates (who dig
• Coat of Arms: White shield with
tunnels to enter dungeons).
silver griphon
• Motto: “Honor to the Heroic”
• Hierarchy: Grand Master
An adventurer that is in a guild
(Henry, the Strong), Master
must conform to its rules and
(one for each class), Leading
hierarchy, while also giving back to
Adventurer, Adventurer,
the guild part (usually half) of the
Apprentice Adventurer.
treasure found in adventures, and in
The second largest adventuring exchange the adventurer has access
guild, the Legendary League is to services and protection.
known for focusing not only on
The PCs begin as Apprentice
amassing gold, but also on turning
Adventurers either in the Grand
their adventurers on famous heroes
Guild or the Legendary League.
loved by the common folk of the
Their first work could be:
realms.
• Finding gold enough to pay for
Some speculate that the ultimate the membership fee
goal of its guildmaster, Henry, the • Escorting an Aristocrat
Strong, is to overthrow a king and Adventurer through a dungeon
become the ruler of its own realm.
• Bringing back 20 kobold heads
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