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Polydice Basic Dungeons Letter

Polydice Basic Dungeons Letter

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Published by JD Neal
A d20 (and d4, d6, d8, d10, etc.) version of 2d6/d18 Basic Dungeons.
A d20 (and d4, d6, d8, d10, etc.) version of 2d6/d18 Basic Dungeons.

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Published by: JD Neal on Apr 22, 2013
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05/23/2014

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POLYDICE BASIC DUNGEONS
 A Pencils & Paper Fantasy Role-Playing GamePlayable With Common Polyhedral Dice Sets
by Joe D. NealCopyright ©2013 Joe D. Neal All Rights Reserved All Art and Illustrations Copyright ©2013 J.D. Neal
Table of Contents
 
Foreword
This is a game I can do with as I please, a variation that uses the fairly standard set of ployhedral dice. This is not aclone, nor a simulacrum, and does not try to recreate any other game. It does, though, strive for the play style evoked bysimple games.So, in the tradition of fantasy gaming: grab some dice and paper and friends, and enjoy a romp in the imagination!Joe D. Neal 2013
INTRODUCTION
Explore murky dungeons full of traps and obstacles.Battle vicious monsters. Cast spells and deal with evilmagic. That is what this game is all about! Enjoying thepure escapist fun of pretending to do things that younormally would not and could not do in real life.You will need: dice, paper, pencils, people, andcreativity and imagination. Miniature figures, maps,building blocks, and other materials can be used to depictwhat is going on, but imagination is all one really needs toplay.
Playing
This booklet is organized by various main topics; lookat the table of content to see what they are.1. Someone must be the "
referee"
.2. The referee must create or acquire
adventures
(scenarios) to play. Some referees can make up almost allthe details they need during play.3. The other players create
character
s, who definewhat they are good at. These can be thrown away at theend of a game, or kept and used to play many differentadventures.4. The referee picks an adventure to use and thenchooses a starting point in that adventure, and tells theplayers where they are, what they know, and other detailsso they can start making decisions.5. At that point game play commences. Most of gameplay is a conversation between the referee and players:the referee describes a situation and the players decidewhat to do.This game does not have rules stating exactly whateach participant can do. Common sense and goodjudgment is all that is needed. The referee can design anysort of adventure they want and create all sorts of eventsduring play. If they bore or frustrate the other players,they will be replaced.The players can do anything that makes sense for theircharacters, who are fairly human. They might have magicthat allows unusual things, but otherwise they cannot doanything that a normal human could not do.The referee is in overall charge: they will play the roleof the imaginary world the game takes place in (the
game world
). They will be the monsters the players meet,as well as the traps, treasures, and all other backgrounddetails. Everything in the game world works however theywish, including these rules. When the players decide to dosomething, they will decide what happens.The referee has a tremendous amount of power,except that if they bore or frustrate the other players,they will be ejected from the gaming group. Their job,then, is to have fun along with the other players.The other players could also be obnoxious andannoying, but that will only get them ejected from thegame.This is a game of escapist fun, imagining what ishappening. As such, it does not have specific goals otherthan "Have fun with the situation presented by thereferee."6. The group plays the situation out step-by-step, atwhatever pace is interesting, skipping trivial details.The game does not end at any given point. The groupplays until it runs out of time, then agrees on when andwhere to get back together and begin play again,making notes about where the characters were and whatthey were doing so they can resume play.Nothing ends the game: if a character dies, it can bereplaced however the referee wants. If the players2
 
complete an adventure, they can start another. If theplayers get bored, they can retire their characters andstart with new ones, or even play multiple groups ofcharacters at the same time.Ultimately, the group decides how it wants to play.
This is not a sorting game played to compete andsee who wins and does not have rules for winning andloosing.
Almost everything is up to the gaming group, not the"rules" and hence most things are undefined.
Dice
This game assumes you have (or can substitute for) astandard set of polyhedral dice: a d4, d6, d8, d10, d12,and d20. There is a wide range of available dice,including d100s and d30s, but many people use otherdice to create the same die roll. In reality, all you need isa d20 (which can be used as a d10), a d12 (which can beused as a d6), and a d8 (which can be used as a d4).Having a variety of dice makes it very easy to create alimitless variety of die rolls; yet, it is possible to play usingonly six-sided dice (see
d18 Basic Dungeons
and
2d6Basic Dungeons
if you are interested). Dice are tools; usethem as you wish.The dash or hyphen "-" means "to" in number ranges:thus 2-12 means "2 to 12". A dash does not always referto a number range: some monsters have "1-1" hit diewhich means "1 minus 1" not "1 to 1".Look at your dice to see how they are marked andhow they are rolled to create a number. Most die makersplace a dot or line at the base of the 6 or 9, such as: ".6","6", ".9", or "9".Most ten-sided dice are marked 0 to 9 (the 0 iscounted as 10 when making a d10 roll of 1 to 10); somemight be marked 1 to 10 (the 10 is treated as "0" ford100 rolls); some are marked 00 to 90 for a use as thehundreds digit in d100 rolls - ignore the trailing "0" whenusing them as a d10. A d20 can be used as a d10 byignoring the leading digits on to 10 to 20 sides, and ad30 by ignoring the leading digits on the 10 to 30 sides.Old twenty-sided dice were marked 0 to 9 twice; one ofthe 0 to 9 ranges was colored and counted as 11 to 20when it was rolled as a d20.The abbreviation "
d
" means a die or dice roll; thenumber of sides follows the "d"; how many dice to roll isplaced in front (2d6 = two six-sided dice; 1d8 = oneeight-sided die; etc.); if more than one is indicated, addthem up.Sometimes the total of a die roll can be modified bynumbers added to ("+") or subtracted from ("-") it, or itmight be multiplied by ("x") or divided by ("/") a number(or even another die roll, such as 2d6+d3 or d6 x d6).Common die rolls that can be made by division follow.Consider making your own
d2
s and
d3
s by coloring out orscratching off the paint on dice with pips (dots).d2roll a die - odd numbers = 1, even numbers = 2d3d6 / 2 rounded up, for a number from 1 to 3d5d10 / 2 rounded up, for a number from 1 to 5A
d100
(also called a
percentile die roll
or
d%
) ismade y rolling a d10 and counting it as the hundredsdigit and a second d10 which is counted as the ones digit.A result of 3 and 8 means 38, while 8 and 3 means 83,and 0 and 0 (00 or double zeros) means 100. Additionaldice can be added to create larger numbers (d1000,d10000) rolls or for decimal places. Use dice of differentcolor or roll them in high to low order.Other dice can be used the same way, although theydo not generate straight number sequences.
DigitsNumberDieRollHundredsTensOnesNumbersRange
d3d6-d3d61811 to 36d66-d6d63611 to 66d366d3d6d6108111 to 366d666d6d6d6216111 to 666The
d3d6
die roll is so named because a
d36
roll ispossible, as shown below. The d3d6 and d66 die rolls areillustrated below:
TensDigitOnes Digit (d6)d3 or d61234561
111213141516
2
212223242526
3
313233343536
4
414243444546
5
515253545556
6
616263646566Following are examples of die rolls that can be madeby interpreting one die and adding it to a base die (theadder die can be interpreted different ways).
diebaseadderadder die resultrolldiedie123456
d12d6d6000666d12d6d6060606d16d8d6080808d16d4d448120--d18d6d600661212d18d6d606120612d24d12d6012012012d24d12d6000121212d30d10d60010102020d32d8d4816240--d36d6d66121824300
Probabilities
Dice can be marked different ways: this discussionassumes the use of regular dice.
3

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