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Rules · Fantasy RPG · 1

Core Rules

Most things in Fantasy RPG come down to one roll: a d20 plus a modifier, compared with a target number. Players roll the dice; the app does the arithmetic.

  • For everyone

How to use it

  • When a roll is needed, the app shows exactly what to roll and what will be added, then waits for the player.
  • The player rolls. The app adds every modifier, compares the total with the target and applies the result at once.

Step by step

  1. Choose what to do: attack, cast, search, pick a lock.
  2. The app works out the roll and its modifiers and shows them.
  3. Tap ROLL, or roll real dice in Tabletop Mode.
  4. The app totals the roll and compares it with the AC or DC.
  5. Hit or miss, success or failure is applied and logged.

Players Make the Rolls. Game Master Does the Math.

  • Every roll for a player character belongs to its player: attacks, damage, saving throws, checks, initiative, healing and spells.
  • Digital dice: the player taps ROLL and the app rolls on screen.
  • Physical dice (Tabletop Mode): the player rolls real dice and the number shown is entered; the app does the rest.
  • The app adds the modifiers, totals the roll, compares it with the target and does the bookkeeping: HP, conditions, spell slots, items used.
  • The GM may change any result afterwards. Play never waits for the GM to approve a roll.
  • Creatures the GM controls may roll automatically.

Dice

  • Fantasy RPG uses the d4, d6, d8, d10, d12 and d20.
  • Dice notation says how many dice to roll and of what size: 2d6 + 3 means roll two six-sided dice and add 3.
  • The d20 decides whether things succeed. The other dice decide how much: damage, healing and hit points.

Rolls, Modifiers and Totals

  • A roll is what the dice show. A modifier is a bonus or penalty added to it. Together they make the total.
  • Every modifier is listed by name, such as Dexterity +3 or Proficient +2, so you can see where a bonus comes from.
  • Modifiers come from ability scores, the proficiency bonus, tools, cover and light. The app works them all out.

Checks and Difficulty

  • An ability check is a d20 plus a skill or ability bonus against a DC, the number needed.
  • A saving throw resists danger the same way: a d20 plus a save bonus against a DC.
  • An attack roll is a d20 plus an attack bonus against the target's AC.
  • Meet or beat the target number to succeed. Equal counts.

Advantage and Disadvantage Rules Detail

  • Roll two d20s and keep the higher (advantage) or lower (disadvantage). Having both cancels out.
  • The app decides when advantage or disadvantage applies and says why, such as "Disadvantage (Long range)".
  • Attacks get them from conditions and from range; see Combat and Conditions. Restrained creatures roll Dexterity saves with disadvantage.

Natural 20 and Natural 1

  • A natural 20 or natural 1 is what the d20 itself shows, before modifiers.
  • On an attack roll a natural 20 is a critical hit and a natural 1 always misses.
  • On ability checks and saving throws they are just a high and a low roll.
  • A few rolls give them a result of their own, such as haggling and cooking. The result says so.

Important rules

  • Players roll for their own characters. Creatures the GM controls may roll automatically.
  • Nobody types in a routine result: the app calculates it.
  • Meet or beat the target number to succeed.
  • Roll two d20s and keep the higher (advantage) or lower (disadvantage). Having both cancels out.

Common questions

Do I need to add up my bonuses?

No. The app shows each bonus and adds them for you.

Can I use my own dice?

Yes, in Tabletop Mode. Roll them and enter what they show.

Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)