Mausritter Rules Reference
Mausritter Rules Reference
Best practices
• Ask lots of questions. Make notes. Draw maps.
• Work together. Devise schemes. Recruit allies.
• Dice are dangerous. Clever plans don’t need to roll.
• Play to win. Delight in losing.
• Fight dirty. Run. Die. Roll a new mouse.
Saves Combat
Roll d20 equal or under an attribute: On your turn, move and take an action.
• STR: tests of physical strength and resilience. Surprise: If enemy is surprised, you go before them.
• DEX: tests of speed and agility. If enemy is not surprised, make a DEX Save to act first.
• WIL: tests of strength of will and charisma. Attacks: Roll your weapon’s die and deal that much
Opposed saves: Both Save, lowest successful value wins. damage to an enemy, minus any armour.
Advantage: When making a Save from a strong position, When an attack is impaired, roll d4 for damage.
roll 2d20 and take the lowest result. When an attack is enhanced, roll d12 for damage.