The Devils’s Riddle Rulebook

1. Combat

Initiative

1d20+ Highest of DEX/ MIND bonus

Saving Throws

  • Fortitude:  Survival + STR
  • Reflex: Physical + DEX
  • Will: Highest of MIND/ CHA bonus +level

Advantage/ Disadvantage

If you are ruled to have Advantage you roll 2d20 and take the highest. If you are ruled to have Disadvantage you roll 2d20 and take the lowest.

Actions in combat 

Each person can do one Move action and one Standard action per round:

Move – up to 30 ft. Moving more than 5 ft when in melee provokes a free attack

Standard Actions

  • Attack – Make a melee, magic or ranged attack. More than one attack can be made (see two weapon fighting). Ranged attacks or spells cannot be used in melee
  • Charge  – move in a straight line, then attack with Advantage, but foes have Advantage on you until your turn again.
  • Defend – Foes attack with Disadvantage
  • Grab – Roll to hit (counts as a light weapon) do no damage then roll Physical vs Physical, if you win the target is grabbed. You must have a hand free to grab.
  • Knock Prone – Roll to hit with Disadvantage, no damage, success knocks target prone. Standing up takes an action. Anyone attacking a prone target in melee gains Advantage
  • Disarm – Roll to hit with Disadvantage, do no damage then roll Subterfuge vs Survival, if you win you get their weapon in your square (or if you have a hand free you catch it)
  • Sneak – Roll subterfuge+ a stat that fits the circumstance vs MIND+Survival. If you win you are hidden and have Advantage on your next attack. There must be something completely blocking the vision between you and the target.
  • Other – Improvise, describe your action if you make a description that is awesome your DM will give you a bonus

2. Character Creation

Stats

There are 4 stats : Strength (STR), Dexterity (DEX), Mind (MIND) and Charisma(CHA).

Starting aray: Assign these to the stats: 15 13 11 and 9

Then spend 3 points to increase the stats, a point increases one stat by one. This gives you stat score.

Stat bonus = (Stat score-10)/2, round down.

Hit Points

HP equal  STR Score + 1d6/Level. If HP reach 0 the character is unconscious and near death. Further damage directly reduces STR score. If that reaches 0, the character is dead.

Attacks, Damage and AC

  • Melee attack bonus = STR bonus
  • Missile attack bonus = DEX bonus
  • Magic attack bonus = MIND bonus

Add attack bonus to d20 roll. If equal to or higher than your opponent’s Armour Class (AC), it’s a hit. Natural 20 is automatically a critical doing maximum damage.

You can use DEX bonus as Melee attack bonus instead if wielding a light weapon. You can wield 2 light weapons and attack with both in a round if you take a -2 penalty on all attack rolls that round.

Add STR bonus to Melee damage, x2 for 2-handed weapons.

Armour Class (AC) = 10 + DEX bonus + Armour bonus.

Races

  • Humans get +1 to all skill rolls
  • Elves get +1 MIND and 1 arcane level 0 signature spell
  • Dwarves get +1 STR can always wear all armor
  • Gnomes get +1 DEX and +1 MIND
  • Halflings get +1 DEX +1 subterfuge
  • Half-elves get +1 to CHA and +1 to any 1 Skill
  • Half-orcs get +2 to STR, -2 to MIND and +1 Physical
  • Tieflings/Assimar get +1 to CHA and 1 divine level 0 signature spell

Classes

  • Fighters wear any kind of armour and use shields. They have a +3 bonus to Physical and +1 STR and add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels thereafter
  • Rogues can use light armour. They have a +3 bonus to Subterfuge and +1 DEX. If they successfully Sneak up on a foe or flank with an ally they can add their Subterfuge skill rank to the damage of their first attack that round.
  • Magi wear no armour. They can cast arcane spells, and gain a +3 bonus to Knowledge and a +1 to MIND at 5, 10 and 15.
  • Clerics can wear light or medium armour and use shields. They cast divine spells and gain a +2 bonus to CHA. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level +CHA Bonus) times per day.
  • Paladins wear any kind of armor and use shields. They have a +1bonus to Charisma. They are immune to diseases and apply a +1 bonus to all saving throws (this increases by +1 at 5th level and every 5 levels on). Paladins can detect evil within 60’ at will and can heal up to 2hp per level per day by laying on hands. A character must be of any Good alignment to be a Paladin
  • Rangers can use light or medium armor and can use shields. They are +1 to hit and damage with ranged weapons and only incur a -1 to hit penalty when fighting with 2 weapons. They have a +3 bonus to Survival.
  • Illusionists wear no armor. They can cast Illusionist spells and gain a +1 bonus to MIND and CHA and a +1 bonus to Subterfuge. Characters must have a minimum DEX score of 13 to be Illusionists.
  • Druids wear any non-metal armor and shield. They cast Druid spells and gain +2 to Knowledge and +2 to Survival. Druids are immune to the spell-like effects of woodland fey. At 3rd level a Druid can pass without trace at will. At 7th level a Druid can assume the form of any small or medium sized animal up to 3 times per day but retains his own statistics
  • Bards wear light armor and can use bucklers. They gain a +2 bonus to Charisma and Knowledge. A Bard can use his song to charm person or remove fear up to CHA times (total) per day.At 5th level he can add Dispell Magic to his list of songs. A bard can cast level 0 Bard spells
  • Barbarians wear no armor but can add their STR to AC. Once per day per level they can Rage and add half their level (round up) to STR bonus for a period equal to their Physical skill. After the rage ends the Barbarian is exhausted (-6 STR and DEX )for 15 minutes – physical skill.

Skills

There are just 4 skills : Physical, Subterfuge, Knowledge and Survival. Roll higher than the given Difficulty Class to succeed.

Skill bonus = Any bonus from class (not from race)

Skill rank = First assign any Skill Bonus. Then assign 3 points as you wish. 1 point increases one skill by one point. The maximum limit on skill rank is Level + 3.

Skill roll = d20 + skill rank + racial bonus + whatever stat bonus is most applicable to the use + situation modifiers

For example, Climbing would use Physical + STR bonus. Dodging a falling rock is Physical + DEX bonus. Finding a trap is Survival + MIND bonus. Disabling a trap is Subterfuge + DEX bonus, Reasoning with a guard Knowledge+CHA.

Level Advancement

Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.

Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advancing.

Each level adds:

  • +1d6 +STR bonus to Hit Points
  • +3 skill points, 1 skill point increases skill rank by 1, maximum limit on skills is Level + 3

Level 3, 6, 9, 12, 15, 18 adds:

  • 1 point to 2 different stats

Also see class for class-specific advancement.

Magic

Magi can cast any arcane spell, Clerics any divine spell, and druid any Druid spell with a spell level equal or below 1/2 their class level, rounded up. They have access to all spells in the SRD spell list.

Casting a spell of any kind cost Mana Points. Mana Points are equal to HP. The cost is 1 + double the level of the spell being cast:

Spell Level     0     1     2     3     4     5     6     7     8     9

HP Cost         1     3     5     7     9    11   13   15   17   19

This Mana loss can only be recovered after 8 hours rest. There is no need to memorize spells in advance.

Signature Spells

Select one “signature” spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.

Difficulty Class

DC for Spells are as follows

Wizard and Druid: 10 + Caster Level + Caster’s MIND bonus

Cleric and Bard: 10 + Caster Level + Caster’s CHA bonus

All spell casters except Bards gain access to new spell levels at every odd level (3, 5, 7, 9,etc.)

Bards Gains acces to new spells at level 3, 6, 9, 12, 15, 18

Meta Magic:

You can push a spells beyond its normal limits by using Meta Magic. Each type modifies a spell in a given way, and each doubles the casting time of the spell so modified (most spells become full round actions instead of standard actions, for example). Also, each requires an expenditure of hit points in addition to the standard cost of the spell at the time it is cast.

  • Extending makes a spell last twice as long as it normally would. Cost: 2hp
  • Empowering makes a spell do 50% more damage than it normally would. Cost 4hp
  • Widening makes a spell’s area of effect twice as big as it would normally be. Cost 6hp

Stretched Spells

Casters can push themselves beyond their normal limits to cast spells beyond their normal limits.  To cast a spell of a higher level than their normal limit the caster must pay the Mana cost of the spell, and also take an equal number of HP damage. Casting a Stretched Spell takes double the normal casting time. A caster can only cast a Stretched Spell once per day.

2 Responses to “The Devils’s Riddle Rulebook”

  1. Stefan, I’d welcome your thoughts on the above.

    I’m also toying with introducing some basic feats or manouevres for the fighter to reflect his Blademaster background.

  2. […] For game systems I started out using USR: The Unbelievably Simple Roleplaying System, and then moved to a customised version of the Microlite d20 system. […]

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