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QUICK AND DIRTY RULES.
These rules assume a basic understanding of roleplaying games. If you’re
confused, don’t worry. It’s fine.
Basic Skill Check.
Roll a d20, if the roll is under the relevant ability score- you succeed.
If it is above that number, you fail.
Special Skill Check.
Special skills are rolled on a d6. Your level in a special skill can be from 1-6.
you must roll under your skill level to succeed. When a skill is 6/6 roll 2d6.
You only fail if you roll doubles.
Rounds of Play.
Time is tracked in “Quarters” (morning, afternoon, evening, and night)
“Rounds” (10 minute increments) and “Combat Rounds”
(1 minute increments). Most actions (search the room, loot the body, pick a
lock) take 1 “Round”.
Group initiative, rolled on a d6. High roll wins. Attacks are made by rolling
d20 + combat modifier + enemy AC.If the total of that roll is >20 , the
attack is a success.
Death and Dismemberment. roll 2d6 when you reach 0 HP.
Instant death (decapitation or grievous wound)
Fatal wound, die in 1d6 turns
Severed limb. will die in 3d6 rounds without aid.
Broken bone, 2d4 +9 weeks to heal
Knocked out for 2d6 rounds. If wearing helm, stunned 1 round.
Stunned 1 round. If wearing helm, knocked down.
Adreneline surge! Gain 1d4 HP. Pass out after combat
Resting for a full quarter regains 1d4 HP. If you are resting in a dangerous
area it will also incur a wandering monster roll.
Experience is tracked in sessions played, instead of points.
Draw your character here.
(lower is better)
Special Skills / Spells per day
(Roll under dots for skill checks)
Equipment & Treasure: