Dungeon! has fairly simple rules. The core game mechanics are detailed below.
Materials
To play Dungeon!, you will need a standard set of d4 through d20 Roleplaying dice. You will also need a pencil and paper, or you may use a Dungeon! Character Sheet instead. Minis and battle maps are not needed, but feel free to use them anyway.
Finally, you will need a GM, or Game Master. The Game Master can be anyone who understands the rules and can mediate conflict well. See the GM Section for more details.
Characters
To create a character for Dungeon!, you must choose their Ancestry, Background, and Class (or their ABC's). There is no need to roll for Ability Scores in Dungeon!, as there are none. Instead, Dungeon! uses a few core stats such as AC and HP. These are detailed below;
- HP: HP, or Hit Points, determines how many points of Damage a character can take before they die. HP can be Healed through Abilities and Spells, but a character can never exceed their Maximum HP. Finally, a character who reaches 0 HP dies.
- AB: AB, or Attack Bonus, determines what value a character adds onto Attack Rolls (d20 rolls versus AC).
- AC: AC, or Armor Class, determines how difficult a character is to hit with an Attack Roll (d20 roll + AB versus AC). To hit a target's Armor Class, the Attack Roll must be greater than or equal to the target's AC.
- Save: Save determines how difficult it is for a character to dodge or withstand area effects, magical effects, or other effects that do not target AC. When a Save is rolled, the target rolls an unmodified d20 roll. If the outcome of the roll is greater than or equal to the value listed as their Save, they successfully Save and either negate or reduce the effects, depending on the Spell or other effect that cause the Save.
- Skills: In this system, all Skills start as a 1-in-6 chance to succeed, and each Skill Pip added increases that chance by 1. This means that you roll a d6 for Skill Checks instead of a d20 like in other systems. Skill Checks are detailed below.
- Is the task possible? No matter how good a character is at a Skill, the impossible is still impossible.
- Can the task be realistically failed? A big strong Orc is not going to fail to snap a twig, for example.
- Are there consequences for failure or rewards for success? This could be immediate, such as a Trap going off, or less immediate, such as a Dungeon Turn passing.
- Agility; Agility should be used in cases where physical speed or grace is necessary. This could include climbing up a rope very quickly, leaping from rooftop to rooftop, sprinting fast, etc.
- Charisma; Charisma is primarily designed for use with the Demoralize and Taunt Maneuvers. The GM may also allow it to be used when a player cannot use roleplay or their words to effectively communicate with an NPC. However, this is not recommended.
- Knowledge; Knowledge should be used to bridge the gap between player knowledge and character knowledge when the GM is unsure if a character would know something or not. If it is logical that the character would know something, they should know it without needing to roll a Knowledge check.
- Languages; Languages can be used to identify and marginally understand (but not fully translate) non-Common languages. Additionally, a character will be fluent in 1 additional Language for every Pip they have in this Skill beyond the first Pip.
- Listen; Listen should be used when a character wants to actively stop what they are doing to listen very carefully. Listening via the Listen Skill is not passive.
- Medicine; Medicine is primarily designed to empower out-of-combat Healing as well as non-magical Healing. It is primarily designed to be used in tandem with Bandages, but may also be used to identify Diseases, dress wounds, etc.
- Search; Search should be used when a character wants to actively stop what they are doing to search their surroundings very carefully. Searching via the Search Skill is not passive.
- Stealth; Stealth should be used when a character wants to move silently or without being seen. Stealth will not work if the user is clearly visible or otherwise detected by enemies.
- Strength; Strength should be used in cases where physical strength or force is needed. This could include breaking down a door, a heroic feat of strength, etc.
- Survival; Survival should be used when a character needs to, well, survive in the wild. This could include starting a fire without a tinderbox, identifying wild plants or animals, cooking, etc.
- Thievery; Thievery should be used when a character wants to perform thief-like tasks, such as picking someone's pocket, picking a lock, disarming a trap, etc.
- Actions include Moving a second time, Attacking, Casting a Spell, using an Item, etc. This should cover most situations, but the GM may decide if other more specific things require an Action or Move.
- Close (If at this Range compared to your target, you may attempt Melee Attacks normally, or Ranged/Thrown Attacks at Disadvantage)
- Short (If at this Range compared to your target, you may attempt Ranged/Thrown Attacks, or Melee Attacks with Reach)
- Medium (If at this Range compared to your target, you may attempt Ranged Attacks normally or Thrown Attacks at Disadvantage)
- Long (If at this Range compared to your target, you may attempt Ranged Attacks at Disadvantage)
- Afraid: An Afraid target has Disadvantage on all Attack Rolls and Saves.
- Bleed: A Bleeding target takes a number of d4's of Damage equal to the number of this Affliction at the end of each Round. For example, a target with Bleed 2 would take 2d4 Damage at the end of the Round, at which point the Affliction would become Bleed 1. If a Bleeding target is Healed, their Bleed Affliction is removed.
- Blind: A Blind target has Disadvantage on all Attack Rolls and Saves. Also, they cannot see and therefore have a 1-in-4 chance to fall Prone if they Move.
- Crippled: A Crippled target loses their standard Move Action while they have this Affliction.
- Enfeebled: An Enfeebled target has Disadvantage on Damage rolls while they have this Affliction.
- Poisoned: A Poisoned target takes a number of d6's of Poison Damage equal to the number of this Affliction at the end of each Round. For example, a target with Poisoned 3 would take 3d6 Poison Damage at the end of the Round, at which point the Affliction would become Poisoned 2.
- Paralyzed: A Paralyzed target has their Turn skipped. Additionally, they automatically fail all Saves, Attack Rolls against them have Advantage, and Melee Attack Rolls against them automatically become Critical Hits.
- Prone: Unlike other Afflictions, the Prone Affliction does not have an associated value when applied. To remove this Affliction, a Prone target may simply use a Move to stand up. Finally, Melee Attack Rolls against a Prone target have Advantage, while a Prone target has Disadvantage on all Attack Rolls and Saves.
- Provoked: A Provoked target has Disadvantage on Attack Rolls against all targets except for the target that Provoked them.
- Stunned: A Stunned target has their Turn skipped. Additionally, they have Disadvantage on Saves and Attack Rolls against them have Advantage.
- Charge: When a creature uses a Move before attempting a Melee Attack Roll, they may declare a Charge to gain Advantage on all Melee Attack Rolls until the end of the Round. However, Melee Attack Rolls against that creature will have Advantage until the end of the Round.
- Cleave: After using a Melee Weapon to land the killing blow on a creature, an Attacker may sacrifice their Move to Cleave. This allows them to carry over any excess Damage onto another target within the Range of their Melee Weapon. This carried-over Damage hits automatically. If the carried-over Damage also lands a killing blow, the Cleave may continue onto another creature.
- Demoralize: Using a Move, you can shout at a target within Medium Range and roll a Charisma Skill Check. If this Skill Check is successful, the target gains the Affliction Afraid 2.
- Disarm: Using a Move, you can attempt to disarm a target within Close Range. The target must roll a Save. If they fail, they become disarmed. Since most enemies do not mechanically use Weapons, this causes the target to have Disadvantage on Attack and Damage rolls until the end of the Round.
- Dodge: Using an Action, a creature may focus on defense. Until the end of the Round, Attack Rolls against that creature have Disadvantage and that creature has Advantage on Saves.
- Flanking: If you and another ally are both within Close Range of the same target, you may use your Move to begin Flanking the target. All Attack Rolls made by the Flankers against the Flanked target have Advantage, until the target or at least one of the Flankers Moves to a different Range.
- Glory Kill: Using your full Turn (not just 1 Attack), you can attempt an over-the-top finishing blow on a target within your Weapon's (or Spell's) Range. Roll 1d20 and add your AB to the roll. If the total is greater than or equal to the target's Current HP, you might be successful. The final barrier to success is that the target's CR must be less than or equal to your Level. If so, the Glory Kill is successful, causing the target to die instantly in a dramatic way, described by either yourself or the GM.
- Note: Just like all other Maneuvers, Glory Kill is optional and may be banned by the GM. Monsters should not have access to Glory Kill.
- Grapple: Using a Move, you can attempt to wrestle with a target within Close Range. You must have a free hand. The target must roll a Save. If they fail, you Grapple them. While Grappling, neither you nor the target can Move, unless you let go of the target. Attack Rolls against the Grappled target have Advantage, and Attack Rolls made by the Grappled target have Disadvantage. Finally, the Grappled target may use a Move to try and break the Grapple, rolling a Save. If they succeed, the escape the Grapple.
- Shove: Using a Move, you may try to push a target within Close Range. The target must roll a Save. If they fail, they are pushed to Short Range.
- Steady Aim: Using a Move, you may carefully aim your next Attack. The first Attack Roll you attempt before the end of the Round has Advantage.
- Study Opponent: Using a Move, you may attempt to learn important information about an enemy you can see. Roll a Knowledge Skill Check. If this Skill Check is successful, you may learn one of the target's Stats, such as their HP, AC, Save, Abilities, etc.
- Taunt: Using a Move, you may taunt a target within Medium Range and roll a Charisma Skill Check. If this Skill Check is successful, the target gains the Affliction Provoked 2.
- Trip: Using a Move, you may attempt to knock over a target within Close Range. The target must roll a Save. If they fail, they are knocked Prone.
- Short Rest: Short Rests take 1 hour of low activity. If interrupted for more than 10 minutes, it must be restarted. Once finished, a Short Rest restores 1 HP to participants. Once per day, a Short Rest can also restore 1 Spell Point.
- Long Rest: Long Rests take 8 hours of low activity, often involving sleep. If an hour of this time is interrupted for more than 10 minutes, that hour must be restarted but other hours are unaffected. Once finished, a Long Rest restores a value of HP to participants equal to 1d4 + their Level. Additionally, any used Spell Points are regained on a Long Rest.
- Note: Unlike Downtime, Short Rests and Long Rests may be attempted in locations that are not safe. However, the GM should roll Dungeon Turns if the location is dangerous. Because of this, attempting to Rest outside of safe locations is not recommended.
- Downtime: Downtime can be as short as 1 day or as long as an indefinite amount of time. Downtime may only be performed in a safe location, such as a settlement or a very defensible campsite. For each day of Downtime, participants benefit from a Long Rest and they may attempt up to 3 Downtime tasks, such as gathering firewood, hunting game, foraging, repairing Armor, repairing a Weapon, etc. Work with your GM to pick an appropriate Skill.
The GM Section
This marks the start of the GM Section. Here you can find information on how to start GMing and details of Dungeon! that are important for the GM to understand. First, however, any aspiring GM or any GM who feels like they could improve should read the Core GMing Tenets. Even experienced GMs might learn something from it.
Core GMing Tenets
Regardless of what TTRPG system you play, I believe that there are 3 tenets that every GM should follow; Game Knowledge, Social Knowledge, and Common Sense. If you can become comfortable with these 3 tenets, you can easily become a great GM.
Game Knowledge
The first tenet, Game Knowledge, is straightforward; learn whatever system you are playing, inside and out. As the GM, you should both know and enforce the rules of the game. While it may be tempting to ignore certain rules as the GM, it is a terrible idea. Only experienced GM’s should omit rules, and even then it usually ends up blowing up in their face. Just learn the rules… it really is that easy.
Social Knowledge
The second tenet is easily the most difficult. Learning Rules isn’t all that hard, but learning how to effectively communicate with your players is. Player vs GM disagreements both define and destroy games. This doesn’t mean that you shouldn’t disagree with players, but it does mean that you must be empathetic. Empathy is your strongest GMing tool, hands down. While this section cannot teach you empathy, you should be able to learn it yourself. It may be hard for some people, but it is a life skill worth learning. If you feel like you need to work on your empathy, stick to the bullet points below while you work on it;
- Your goal as a GM should never be to "win," but instead to have fun alongside your players by providing them with an enjoyable experience. If the experience is not enjoyable to you, that is also a problem. Find a way for everyone, yourself included, to have a good time.
- As a GM, you should also focus on keeping the peace amongst the players, taking constructive criticism and avoiding making players feel uncomfortable or upset. This can include banning sensitive topics from the game or otherwise establishing boundaries regarding such topics. Remember that excluding “realistic” things like gore and sex doesn’t make your game less “cool.” It just makes your game more palatable.
- Finally, you are responsible for handling problematic players (players who constantly make other players uncomfortable or upset). Sometimes this can mean removing such players from the game.
Common Sense
This final tenet is very similar to Social Knowledge. It mostly comes with experience but is incredibly important.
The best way I can sum up Common Sense is this;
You as the GM control the world of the game, not the story of the game. The players decide what the story is based upon their backgrounds, choices, decisions, etc. As the GM, your job is to react to the players’ decisions in a logical and Common-Sense way.
If the players make a decision you weren’t expecting, improvise, adapt, and overcome. Don’t complain and get mad, saying that “the players went the wrong way” or made “the wrong decision.” There is no wrong way and there are no wrong decisions. That’s simply not how TTRPGs work.
The best approach is to able to improvise things, or prepare enough different paths that you can adapt to any choice the players make. You should always have a backup plan or be ready to make one up on the spot.
That’s your job as a GM. Just use your Common Sense to make the most logical reactions to player decisions and go from there.
Diving Deeper
Once you understand the core tenets of GMing, you can start to wade into what makes Dungeon! the game that it is. First off, take a look at the Pillars of Gameplay that make up Dungeon!
Pillars of Gameplay
Like other TTRPGs, Dungeon! is structured around 3 main pillars of gameplay; Social, Exploration, and Combat. Each pillar can fluidly flow into another pillar, but recognizing when this occurs is important.
The Social Pillar is everything from roleplay, to Downtime, to out of session scheduling. So long as you are in a TTRPG group, you are almost always engaging in the Social aspects of the game. Make sure you treat fellow group members with the respect you wish to be treated with. Usually, sessions will begin in the Social Pillar, as you meet up and prepare to play. Then, you will likely flow into a different Pillar.
The Exploration Pillar is primarily overworld travel, dungeoncrawling, and even solving puzzles or doing quests. While under this Pillar, the GM should occasionally roll Random Encounters or Dungeon Turns to keep up the pace of the game while also providing situations for Player Characters to react to. These situations will sometimes turn into combat, leading to the Combat Pillar.
The Combat Pillar will likely be the most intensive Pillar, requiring the most Rules knowledge. To keep your combats fast and fun, simply learn the Rules. It sounds silly, but many TTRPG players don’t do this and it shows.
GMing Basics
With a basic understanding of the Pillars of Gameplay, you can now move onto some basic GMing concepts.
First, let’s start with Worldbuilding.
Worldbuilding can be as easy or hard as you make it. If you make a sprawling earth-sized world map with thousands of settlements and hundreds of years of history, you will have a rough time. If you start with a basic village in a generic fantasy realm, it will be easy but your players might be bored.
Your goal is to find a happy-medium. Worldbuild enough to have a functional world, but don’t work so hard that the players ignore all your effort. Build a world with realistic bounds, scope, and consequences. Your job as the GM is not to tell a story novel-style, but instead to create a living, breathing world where the players will have adventures that create the story. You and the players are all storytellers.
As a note, encourage your players to Worldbuild with you! You can collectively work together to make a fleshed out world to play in instead of putting all of the work on yourself. Not only will this make the players more invested, but it will bring forth new ideas you probably wouldn’t have thought of.
Next, let’s talk about Consequences.
Consequences can be both positive and negative. It simply depends on the context. For example, let’s say that the Player Characters were hired by a local village to take out a tyrannical Bandit King. The Characters go face down the Bandit King and come up with two options; Half the party wants to kill the Bandit King while the other half of the party wants to join the Bandit King.
If the party takes out the Bandit King and frees the village, the villagers are bound to provide them with some positive benefits. This would be a positive consequence.
If the party decides to side with the Bandit King, the village is likely to send some other adventurers to solve the problem by killing the Characters. This would be a negative consequence.
As the GM, you should always seek to provide logical consequences, good or bad. In the above example, it would be illogical for the village to hire super powerful adventurers to stomp the Characters. If such adventurers were around, why hire the Characters in the first place? Simply do your best to be fair with the consequences you decide upon, trying to make the game more fun by using such consequences.
Finally, let’s talk about Adventure Hooks.
Adventure Hooks are one of the driving forces of gameplay. The primary driving force should always be the Players’ and their Characters’ decisions. Your goal is to find a way to direct that investment into an adventure.
Adventure Hooks can be almost anything. All you need to do is decide what might peak your Players’ and their Characters’ interests and give them opportunities to go after such things.
For example, if your Players hate bullies, give them chances to fight Bandits or a corrupt government. While it may start as a simple “Kill Bandits,” type quest, it can easily evolve into an adventure where the Characters take down a crime ring that has been taking advantage of local villages for years.
How far you take Adventure Hooks is up to you, as sometimes Players will shoot down your ideas by ignoring the hooks you provide. If this happens, don’t sweat it. Come up with something new instead. If you ever get into a situation where the Players “have to” follow a certain Adventure Hook and they really don’t want to, you’re doing something wrong. You should never feel like you are forcing your Players to follow a plot. They should be just as invested in the Adventure Hook as you are.
- Each time you design a Monster, you should have a desired CR (or Challenge Rating) in mind. The Challenge Rating of a Monster designates approximately how many "Levels" it has. For example, a 3rd Level Fighter versus a 3 CR Dire Wolf should be a decently fair fight. However, CR always assumes you want to give the edge to the players, meaning the 3rd Level fighter should win the majority of the time versus a 3 CR Dire Wolf.
- Additionally, CR accounts for the number of characters as well. That same 3 CR Dire Wolf should be a decent fight versus 3 1st Level characters. The only catch is that the Dire Wolf will have less Action Economy.
- What is Action Economy? Action Economy is basically the number of Actions each side of a combat has per Round. In a 3 v. 1, as described above, the side with only 1 combatant is at a disadvantage. Imbalance in Action Economy leads to fights being too easy, too difficult, or simply too long.
- How do I make "Boss" Monsters? There are two primary ways to make a Monster a “Boss” Monster. One way is to use Minions. Instead of using a 3 CR Dire Wolf, a Dire Wolf could be reduced to 2 CR and be given a 1 CR wolf as a Minion. Another way is to make the enemy Legendary. A Legendary enemy gains additional Turns each Round equal to (the number of party members – 1). Legendary Enemies also gain +10 HP for each additional Turn they have. Finally, Legendary Enemies should be treated as higher CR than normal. Each additional Turn a Legendary Enemy has effectively increases their CR by a value equal to their basic CR. So, a Legendary Dire Wolf versus 3 1st Level Characters would actually be worth 9 CR (not just 3 CR) making it far more difficult than you may expect. A good rule of thumb is to not use Monsters with a CR that exceeds twice the Level of a single party member. Finally, “Boss” Monsters should be given Minions OR made Legendary, not both.
- Once you have a desired CR and desired number of enemies (perhaps 1 Legendary enemy, 1 enemy with 2 Minions, or simply 3 standard enemies, etc.), you can easily plug in the desired CR to the values below.
- Desired CR = X
- HP: X * 5
- AC: 10 + X (Maximum of 25)
- AB: X (Maximum of +20)
- Damage: 1d6 + X
- Note: Monsters of CR 5+ may attempt 1 Attack as a Free Action each Turn. Monsters of CR 9+ may attempt 2 Attacks as Free Actions each Turn.
- Special: Give the Monster 1 to 5 special Abilities or special attributes, such as resistance to Fire Damage or the Ability to Cast Spells. If a Monster can Cast Spells, it may have a maximum number of Spell Points and a maximum number of know a number of Spells equal to X/2 (with a Maximum of 5). In terms of Spell's scaling, Monsters substitute their CR in place of Level.
- Save: 15 - (X/2) (Minimum of 5)
- Skills: X/2 Skill Pips may be applied (all Skills start as 1-in-6)
- Wolf - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Pack Hunter (+1 Damage if at least 1 ally is also within Close Range)
- Save: 15
- Skills: All 1-in-6
- Wolf (Dire) - 3 CR
- HP: 15
- AC: 13
- AB: +3
- Damage: 1d6 + 3
- Special: Pack Hunter (+1 Damage if at least 1 ally is also within Close Range)
- Save: 14
- Skills: Strength (2-in-6)
- Bandit - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
- Save: 14
- Skills: Thievery (2-in-6)
- Bandit Captain - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
- Save: 13
- Skills: Charisma (2-in-6), Thievery (2-in-6)
- Orc Shaman - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, 1 Free Action Attack each Turn
- Special: Can use Ranged Attacks; 2 Spell Points; Heal (Heal self or an ally within Close Range for 1d6 + 5 HP); Fear (A target within Medium Range must roll a Save. If they fail, they gain the Affliction Afraid 2)
- Save: 13
- Skills: Charisma (2-in-6), Survival (2-in-6)
- Red Dragon - 25 CR
- HP: 125
- AC: 25
- AB: +20
- Damage: 1d6 + 25, 2 Free Action Attacks each Turn
- Special: Can fly; Immune to Fire Damage; 5 Spell Points; Fear (A target within Short Range must roll a Save. If they fail, they gain the Affliction Afraid 12), Fire Breath (All targets within Close Range, except the user, take 1d12 + 25 Fire Damage and must roll a Save. If they succeed, the Damage they take is halved.)
- Save: 5
- Skills: Agility (3-in-6), Charisma (4-in-6), Knowledge (4-in-6), Strength (5-in-6)
Hello! I met you briefly at Austicon (I was the guy being dragged around by a toddler) You gave me a copy of the rule set, and I would love to talk to you about this great rule set you came up with!
ReplyDelete