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Drawbridge

This document provides an overview of the rules for the Drawbridge Role-Playing Game. It summarizes character creation including assigning ability scores with dice rolls, health points, armor class, skills, combat, and magic rules. It also outlines leveling up, weapons, armor, and includes a sample character sheet to demonstrate character stats. World-building elements like houses, governments, and random tables are presented to help generate story details.

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Yair Ramirez
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0% found this document useful (0 votes)
322 views

Drawbridge

This document provides an overview of the rules for the Drawbridge Role-Playing Game. It summarizes character creation including assigning ability scores with dice rolls, health points, armor class, skills, combat, and magic rules. It also outlines leveling up, weapons, armor, and includes a sample character sheet to demonstrate character stats. World-building elements like houses, governments, and random tables are presented to help generate story details.

Uploaded by

Yair Ramirez
Copyright
© Attribution Non-Commercial (BY-NC)
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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16

Drawbridge
Role-Playing Game

4 No player may have less than 1 skill die or more than 7. SKILLS Whenever a player needs to make a skill roll, first find the appropriate stat linked to the skill (ex. STR for climbing a wall), then roll the skill dice indicated by that stat's score. A success is any die that comes up as a 4, 5 or 6. A failure is any die that comes up as a 1, 2 or 3. Players need to roll a number of successes equal to or greater than a difficulty class (DC) set by the GM. The DC is determined by the GM based on the following chart: DC 1 2 3 Rating Very Easy Easy Challenging Hard

13 MAGIC While not required to play Drawbridge, magic can be integrated if you so desire it. The easiest way to incorporate magic into your game is for the GM to allow his players to start with or discover magic items that have special abilities such as a flying carpet or a ring of invisibility. Items of this nature are best incorporated as vital parts of the story being told. Alternatively, the GM can grant his players certain inherent abilities such as spells learned through long periods of study, or magic provided through devotion to certain gods. The GM is advised to use his discretion when incorporating magic so as not to make his players too powerful and potentially break the game. WORLD CREATION At the start of the game, the GM may wish to create a map of the realm and great houses within it. This will serve as the world the players adventure in. It doesn't need to be particularly detailed, but it should include houses that players may swear allegiance to. A quick way to make an interesting background for a house is with the random generation tables provided:

Designed by Taylor Liss

6 COMBAT Initiative is determined by having each combatant roll 3d plus their DEX bonus. Highest number goes first, ties go to the combatant with the higher bonus. Players can do anything on their turn that would take approximately 4 seconds such as: - finding a potion in a bag and drinking it - running to an enemy and attacking with a sword - reloading a crossbow HEALTH Players max health points (HP) at character creation are equal to: 10 + 1d6 + STR bonus At 0 HP, a character is unconscious. At negative their STR score, they are dead.

11 SAMPLE CHARACTER

Wenik Phire of Eastmarsh


Score Bonus Dice STR DEX INT 13 12 15 +1 +1 +2 5d 4d 5d

8 Lady Greyhawk has a DEX score of 16 (6d). She wants to attack a bear with her longbow. The bear has an AC of 2 (he gets +1 for his thick fur). She rolls 6 dice and gets 3 successes. The attack succeeds and she may roll for damage. MELEE WEAPONS Melee weapons have a minimum STR requirement to use and deal damage equal to their weapon dice plus a player's STR bonus. Type Light Dice 1d Example dagger, hand axe, club, quarterstaff, short spear sword, battle axe, war hammer, flail, mace great sword, great axe, long spear, halberd, maul STR Req. <8

9 medium weapon) he will deal 2d6+1 damage per attack. RANGED WEAPONS Ranged weapons have a minimum DEX requirement to use and deal damage equal to their weapon dice plus a player's DEX bonus: Type Crossbow* Dice DEX Req. Range 2d 1d 2d <8 < 14 15+ 80' 60' 100'

Inventory

HP: 16/16

Shortbow Longbow

AC: 3 Good armor Shield Damage: 2d+1 Sword

*Crossbows do not get a DEX bonus and require a full turn to reload. < 14 Gary has a DEX score of 12. He can use a shortbow or a crossbow. His DEX bonus is +1 so if he uses a shortbow he deals 1d6+1 damage per attack.

Medium LEVELING UP Leveling up occurs when the GM sees fit (usually after a a major plot point, or at the end of a session). To level up, roll 1d6 and add that value to a player's maximum health. The player may then increase one of their stat scores by 1, taking any benefits that come with it. 2-handed (Heavy)

2d

3d

15+

Jonas has a strength of 13. He can only use light and medium weapons. If he uses a sword (a

14 STATS There are 3 stats in Drawbridge: Strength (STR) Dexterity (DEX) Intelligence (INT) Each stat has a score determined by rolling 3d at character creation and totaling the results. Stats have a bonus equal to: (score 10) / 2 [round down] Stats have skill dice as indicated on this chart: STAT STAT Skill Score Bonus Dice 3 4 5 6 7 8 9 10 -4 -3 -3 -2 -2 -1 -1 0 1d 2d 2d 3d 3d 3d 4d 4d STAT STAT Skill Score Bonus Dice 11 12 13 14 15 16 17 18 0 +1 +1 +2 +2 +3 +3 +4 4d 4d 5d 5d 5d 6d 6d 7d

Roll Famous for 1 2 3 4 5 6 Mining Fishing Agriculture Conquest Art Crafts Roll 1 2 3 4 5 6

Roll 1 2 3 4 5 6

Current state Stable Revolution Enlightenment Depression Plague War

2 WELCOME Welcome to the Drawbridge Role-playing Game! With this booklet, some paper and pencils, and a few 6-sided dice you have everything you need to create amazing fantasy adventures with your friends! What makes Drawbridge special? Drawbridge: is fast-paced is rules-light only uses 6-sided dice and is 100% Free!

15 SAMPLE ITEMS & COSTS IN GOLD Backpack Rope (10 yards) Torch Blanket Climbing Gear Compass Fishing Rod Grappling Hook Iron Spike Lantern Oil Flask Flint & Steel Wineskin 30 5 3 20 20 50 50 20 1 20 2 5 10

Government Monarchy Theocracy Democracy Totalitarian Republic Anarchy

If you enjoy Drawbridge, please share it with your friends! If you want to make your own additions to the game, by all means do so! Please note that this rulebook assumes you know the basics of role-playing games. We won't waste time explaining common terms. If you need help, there are plenty of role-playing resources available online!

Potion of Cure Light Wounds 50 Shovel Horse 12 300

10 OTHER DETAILS After players choose which house their character hails from, they should come up with some details for their house. What are the famous words for the house? What does their coat of arms look like? What region does their house exercise control over?

7 ARMOR CLASS All characters have a base armor class (AC) value of 1, modified by different conditions which make them better protected: Condition DEX 15-16 DEX 17+ Bonus +1 +2 +1 +1 +2 -1

12

5 Zander wants to kick down a door. The GM says the door is heavy so the task is challenging (DC 3). Zander has a strength of 13 so he rolls 5d. He gets a 2, 3, 4, 5, and 5. That's three successes and two failures so he succeeds in kicking down the door. FORTUNE DICE Anytime a player rolls dice (for skills or combat), one of the dice used is designated as the fortune die. You can make the fortune die easier to distinguish by making it a different color from the rest of your dice. If when rolled, the fortune die comes up as a 6, you may keep the result and roll the fortune die again. If the next roll is also a 6, you can repeat the procedure again. In this way a player always has a chance to perform a task, no matter how unlikely. Gurps wants to pick a lock but only has a DEX of 4 (2d). The GM says the task is challenging (DC 3), but Gurps tries anyway. He rolls two dice. He get a 5 on his normal die and a 6 on his skill die. He re-rolls the skill die and gets a 4. That's a total of 3 successes! He successfully picks the lock.

House Phire

Shield Good armor Great armor Surprised

Dave has a DEX score of 15 and is wearing good armor with a shield. Including his base AC of 1, his total AC is 4. ROLLING TO HIT When a player wants to attack an enemy, he rolls his STR skill dice for a melee attack and his DEX skill dice for a ranged attack. If the successes equal or exceed the target's AC, the attack hits and the player may roll for damage.

Thought before Action

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