d20 Basic:
A stripped down version of the d20 system. Take it and expand as you see fit.
d20 Basic is released under the OGL.
Dice Notation:
These rules use the following die notations:
d6 = six sided die
d20 = twenty sided die
Die rolls are expressed in the format:
XdY+/-Z
X is the number of dice rolled.
Y is the number of sides on the dice.
Z is a bonus or penalty added to the total.
Examples:
3d6+2 means: "Roll 3 six sided dice and add the results together. Add 2."
1d20-6 means: "Roll a twenty sided die and subtract 6."
Basic Task Resolution System:
All tasks in d20 Basic are resolved in the exact same way.
1d20 + Modifiers versus Target Number
The modifiers and target number used vary from one task to another.
Character Stats:
A character in d20 Basic is defined by their ability scores and their level.
Each character has 6 ability scores:
Every character has six basic Ability Scores:
Strength (STR):
A character's Strength score shows how much physical strength they have.
Dexterity (DEX):
A character's Dexterity score shows how fast and coordinated they are.
Constitution (CON):
A character's Constitution score shows how healthy and tough they are.
Intelligence (INT):
A character's Intelligence score shows how smart and knowledgeable they are.
Wisdom (WIS):
A character's Wisdom score shows how perceptive and wise they are.
Charisma (CHA):
A character's Charisma shows how persuasive and charming they are.
Each of these scores is ranked on a scale of 0-20. Each score has an Modifier based on the score. To determine the modifier, divide the score in half (rounding down) and subtract 5.
Formula: Modifier = (Score / 2) - 5.
When making a new character, roll 3d6 seven times. Ignore the roll with the lowest total and assign each remaining roll to one of the six ability scores. After assigning all 6 ability scores, choose one of the ability scores to increase by 2.
Each character also has a Level.
New characters start the game at Level 1. A character's level is added as a modifier to almost every roll they make. In addition, a character's level determines their maximum hit points as follows:
Maximum Hit Points = (4 + CON modifier) * Level
Combat:
At the start of each battle, all characters must roll to determine their initiative. This roll is 1d20 + Level + DEX modifier. Once all characters have made this roll, create the Initiative List; put all of the characters in order starting with the highest result and going in decending order from there. If two or more characters are tied, break the tie in favor of the character with the highest Dexterity score; if still tied, break the tie randomly.
Starting at the top of the Initiative List (the highest result), each character takes a turn. Once every character has taken a turn, one round has passed; one round takes 6 seconds. At that time, a new round starts and the character at the top of the Initiative List takes another turn. This process repeats until the fight ends.
On a characters turn, they may take 2 actions; one Major action and one Minor action. If they wish, they may instead take 2 Minor actions. The actions characters can take are as follows:
Minor Actions:
Move:
As a minor action, a character can move up to 30 feet.
Switch:
As a minor action, a character can switch an item (e.g. a weapon or shield) they are holding with one they are carrying.
Major Actions:
Attack:
As a major action, a character can attack another character. See Attacking, below.
Help:
As a major action, target a dying character within 5 feet. Roll 1d20 + Level + Wisdom modifier. If the result is 15 or higher, your target becomes stable.
Attacking:
Attacking is one of the most complex actions in d20 Basic.
The first step of attacking is making sure you are within range. Melee weapons have a range of 5 feet. Ranged weapons have a range of 100 feet.
After making sure you are within range, it is time to make the attack roll. An attack roll is as follows:
1d20 + Level + Ability Score Modifier (STR for melee weapons and DEX for ranged weapons)
For your attack to hit, you must roll higher than your targets Defense. A characters Defense is determined as follows:
10 + Level + DEX Modifier + Armor
Armor is any bonuses to Defense granted by the characters armor.
If you roll higher than or equal to your target's Defense, your attack hits and deals damage. There are two special cases, however.
If the d20 roll came up exactly 1, the attack is a miss regardless of the target's Defense.
If the d20 roll came up exactly 20, the attack is a hit regardless of the target's Defense.
Hit Points and Damage:
Each character has Hit Points. When a character is attacked, some of these Hit Points are taken away.
Each weapon has a Damage stat. When a character is hit by an attack, they lose Hit Points equal to the Damage of the weapon.
Running out of Hit Points is very bad. The effects of running out of hit points are as follows:
0 or fewer Hit Points: Dying
A character that reaches 0 or fewer Hit Points falls unconscious and can no longer take actions.
While dying, a character loses 1 Hit Point each round. This damage continues until the character becomes stable or dies.
Each round, just before losing 1 hit point, the character rolls 1d20. If the result is 20, they become stable (see below).
-10 Hit Points: Dead
A character that reaches -10 Hit Points is dead.
Recovery:
Once a character falls to 0 Hit Points, the first step to recovery is becoming stable. A character can become stable in two ways:
Another character uses the Help action.
They roll a 20 to become stable.
A stable character is still unconscious. However, they no longer lose 1 Hit Point each round. They become conscious again once they have at least 1 Hit Point.
Healing:
After taking damage, characters can regain their hit points through natural healing. A character can not regain hit points past his or her full normal total.
A character recovers 1 Hit Point per Level by resting for 8 hours.
Formula Summary:
Attack Rolls: 1d20 + Level + Ability Score Modifier (STR for melee weapons and DEX for ranged weapons)
Defense: 10 + Level + Dex Modifier + Armor
Non-Combat Actions:
When a character attempts something with a chance of failure, it is time for an ability check.
To make an ability check, roll:
1d20 + Level + Ability Score Modifier
The Ability Score used varies by task. Use the one that best fits the action. For example:
* Prying open bars would be STR.
* Picking a lock would be DEX.
* Solving a riddle would be INT.
* Spotting a hidden object would be WIS.
* Telling a lie would be CHA.
To succeed, you must roll equal to or higher than the Target Number. The GM sets the target number by ranking the task on the following scale:
Easy: 5
Average: 10
Hard: 15
Very Hard: 20
Near Impossible: 25
Opposed Checks:
If two characters are directly opposed in their actions, it is an opposed check. For example:
* I am sneaking around (using DEX) without you noticing me (using WIS).
* I am trying to force open a door (using STR) which you are trying to keep closed (using STR).
Both characters roll an ability check. Highest total wins. In the event of a tie, break the tie in favor of the side using the higher ability score; if still tied, reroll the check.
Equipment:
Having the right gear is critical to success.
Money:
Money in d20 Basic is measured in Silver Pieces (here after called sp). A new character starts with 50 sp with which to buy their starting equipment.
Weapons:
Each weapon takes 1 or more hands to use. A character can use up to 2 hands worth of equipment at once.
Poor Weapon:
Poor weapons are melee weapons requiring 1 hand to use. They deal 1d6-1 Damage.
Cost: 5 sp.
Light Weapon:
Light weapons are melee weapons requiring 1 hand to use. They deal 1d6 Damage.
Examples: A mace, a shortsword, a handaxe.
Cost: 10 sp.
Grace Weapons:
Grace weapons are melee weapons requiring 1 hand to use. They deal 1d6 Damage. However, when attacking with a grace weapon, you may add your DEX modifier to the attack roll instead of your STR modifier.
Examples: A dagger, a spear.
Cost: 12 sp.
Heavy Weapon:
Heavy weapons are melee weapons requiring 2 hands to use. They deal 2d6 Damage.
Examples: A warhammer, a greatsword, a battleaxe.
Cost: 25 sp.
Ranged Weapon:
Ranged weapons are ranged weapons requiring 2 hands to use. They deal 1d6 Damage.
Examples: A bow, a sling.
Cost: 15 sp.
Ammunition:
Ammunition is used whenever attacking with a ranged weapon. 1 unit is used up with each attack.
Examples: Arrows, sling bullets.
Cost: 1 sp for 5 units.
Armor:
A character can wear one type of armor at a time.
Light Armor:
Light armor provides light protection, granting a +1 bonus to Defense.
Examples: Leather Armor.
Cost: 20 sp.
Heavy Armor:
Heavy armor provides greater protection, granting a +3 bonus to Defense.
Examples: Chain Mail.
Cost: 40 sp.
Shield:
A shield provides extra protection. Instead of counting as armor, it requires 1 hand to use. It grants a +1 bonus to Defense.
Cost: 10 sp.
Other Equipment:
Rations:
One unit of rations provide food for 1 person for one day.
Cost: 1 sp for 2 units.
Potion:
One potion restores 1d6 hit points to the drinker. You can drink a potion as a minor action.
Cost: 3 sp.
Character Progression:
Whenever the player character's complete a major objective, they grow more skilled. Their Level increases by 1.