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Game System

The document outlines a solo tabletop RPG system that combines elements from Original D&D and Into the Odd games, providing rules for character creation, gameplay procedures, and combat mechanics. Players create characters, roll for attributes, and navigate a hex-based map while responding to various prompts and tables to drive the narrative. The game encourages simplicity and imagination, allowing players to engage in solo adventures without getting bogged down in details.

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morkalg
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0% found this document useful (0 votes)
34 views

Game System

The document outlines a solo tabletop RPG system that combines elements from Original D&D and Into the Odd games, providing rules for character creation, gameplay procedures, and combat mechanics. Players create characters, roll for attributes, and navigate a hex-based map while responding to various prompts and tables to drive the narrative. The game encourages simplicity and imagination, allowing players to engage in solo adventures without getting bogged down in details.

Uploaded by

morkalg
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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Using Solo Sheets

Create 1 - 3 Characters using the included


The included rules are a mashup, a very
1. rules or the game of your choice. simple variation on Original D&D and Into
the Odd type games. This means rolling
Select a central hex, roll up a name and under A�ributes for Saves and Checks,
some characteristics. Call this your
while rolling high to hit enemies. The Sheets
2. “home” and note it in the Campaign
Booklet.
include OD&D stats, which can be fairly
generally converted.
Place another Se�lement 6 hexes away in
3. any direction. Place a Lake 3 hexes away
in any direction. Many times, it’s encouraged to start a
session in the middle of the action. I agree
Roll up a quest, and begin by being at the
4. destination, or immediately begin
with this. Go immediately to 3!
traveling there from your home hex.
Don’t overthink things intially. In my
experience, it is easy to get bogged down in
Generic Procedure of Play details. Just play the procedures and your
world will emerge.
Enter a new hex: Roll terrain. Roll
weather. Roll Explore Die. Follow
The Explore Die drives everything. IT IS the
prompts to other tables. Respond.
GM in this Game. Couple with the Solo
Play. Take notes. Repeat.
Engine to answer your questions; your job
as player is to respond to the growing world.
Use Details and
If Discovery, then Theme tables to
roll on that table. flesh out results.
If Danger, roll on It’s important to look over the sheet. Having
that table. If Use Solo Engine facility with where nesting tables are located
Spoor, roll on that tables to answer will serve for a swifter session.
table. questions about
the world.

If Ruin, treat as a Every 3-5 Hexes, It may help to think of this as an rpg board
Dungeon, and use roll on Traveling game. But instead of cards and tokens etc,
the Dungeon Encounters table. you’re using all the built-in tables. If you’re
Sheet. struggling to fill in that epic narrative, just
play small scale. Roll on whatever table
seems most useful, HOWEVER, don’t feel
like you need to roll on every table to flesh
Use the rules of your chosen game to out every detail. Imagination is a great tool!
flesh out combat. Use the included
tables to drive NPC interactions. Use the Allow yourself to be free, simple, responsive
Item tables when you successfully and proactive. Timidity is a great barrier to
search. fulfiling solo play.
Character Creation
New characters begin at level 1.
Roll 1d6 + 1 for maximum Hit Points.
Record 10 for Armor Class.
For each A�ribute, roll 4d6, dropping the lowest, and record the sum.

Strength (STR): melee weapons, lifting, wrestling, opening


If 14+, then record +1 to A�ack Bonus (AB). This is
your ability to strike a target with melee weapons.

Dexterity (DEX): ranged weapons, evasiveness, mechanisms, sleight of hand


If 14+, then record +1 to Shooting Bonus (SB). This is
your ability to strike a target with ranged weapons.

Willpower (WIL): reading scrolls, using artifacts, resisting magic, intimidation

If 14+, then add +1 to your maximum Hit Points.

Toughness (TOU): resistance to poison, weather, hunger, falling, alchemy

If 14+, then add +1 to your Armor Class.

Choose one Special Skill.


Forestry: Roll with Advantage when tracking, foraging, or understanding herbs.
Thieving: Roll with Advantage when manipulating locks and triggers.
Brutalism: Roll with Advantage in a�acks against goblins, ogres, trolls, giants.
Alchemy: Roll with Advantage when creating a potion or elixir.
Arcanism: Roll with Advantage when using a scroll or artifact.
Mentalism: Roll with Advantage when trying to intimidate or persuade.

Roll 3d6 for your starting silver and purchase starting gear.

You get 10 Inventory slots.

You get a cloak and 3 Rations.

Name your character(s).


Playing the Game
Save
If you need to avoid a dangerous effect, such as a trap, illness, a spell, this is
called making a Save. Roll 1d20 equal to or under the relevent A�ribute.
Check
If you need to perform an action where the result is uncertain, this is called
making a Check. Roll 1d20 equal to or under the relevent A�ribute.
Advantage / Disadvantage
Having Advantage means rolling 2d20, and taking the be�er result for the
situation. Having disadvantage means rolling 2d20 and taking the poorer result
for the situation.
EX: a�acking with advantage means rolling 2d20, taking the higher result. Saving with
Disadvantage means rolling 2d20, taking the higher result.
A�acking
To hit a target, roll d20, add any bonuses, and meet or exceed target’s Armor
Class. Then roll weapon’s damage die.
Being A�acked
Target rolls d20, adds any bonuses, and meets or exceeds your Armor Class.
Shields & Helmets
+1 Armor Class. May be destroyed to avoid one full incoming a�ack.
Health
Regain d6 HP after day of rest. Healing Elixirs may be used any time.
Casting
Anyone can cast a spell by reading a scroll or spellbook and passing a WIL
Check. Scrolls burn after the a�empt. Successful cast causes Fatigue. (Roll with
Disadvantage). Remove Fatigue after overnight rest. Failed cast causes d6 dmg.
Death
If reduced to 0 HP, make a WIL Save. On a success, you have 1 HP and stay in
the action. On a fail, you will die in 1 hour if not treated.
Advancement
Gain 1 XP for every defeated enemy. Gain 1 XP for every completed dungeon.
Gain 1 XP for every newly explored hex. Advance to next level for every 20 XP
earned. When you advance:
• Add 1d6 HP to your maxium Hit Points.
• Roll 3d6 for each of your A�ributes. For each current value exceeded,
increase that A�ribute +1.
10 Silver Pieces = 1 Gold Piece

Weapons
Dagger, Short Sword, Hand Axe, Staff (d6)…….…………………….…....…….5gp
Long Sword, Spear, Mace, Halberd (2d6, take higher)...……………………..10gp
Warhammer, Great Sword, Ba�le Axe (d8, bulky)………………………..…....20gp
Sling (d6)…………………………………………………………….………………5gp
Bow(2d6, take higher)…………………………………………………………….15gp
Crossbow(d8, bulky)……………………………….…………………….……..…25gp

Armor
Leather (+2 AC)……………………………………………………………………10gp
Chain (+3 AC, bulky)………………………………………………………………40gp
Plate (+4 AC, bulky)……………….……..………………………….……………..60gp

Helmet (+1 AC)……………………………………………………………………15gp


Shield (+1 AC)……………………………………………………………………..20gp

Adventuring Gear……………………………………………………….…..…3sp/ea
Bandages Hammer Rope
Chain Lantern Sack
Chalk Needle Saw
Compass Net Shovel
Fishing Rod Parchment Spikes
Flint and Steel Pole Tent
Garlic Rations Lockpicks
Grapple Hook Repellent Waterskin
Spells - When magic is needed, roll 1-3 times on the table below to create the spell.

1) Adhere 11) Mirror


2) Air 12) Raise
3) Bones 13) Repel
4) Command 14) Sense
5) Connect 15) Shove
6) Creature 16) Shroud
7) Detect 17) Touch
8) Flame 18) Vision
9) Light 19) Ward
10) Mend 20) Water

Magical Effects
Damage and Healing magics use d8xLevel. Use the rolled words to imagine
effects. Magic is rare, dangerous, and fickle. It’s also strange and imaginative.

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