Drinking & Dragons


From Drinking and Dragons


  • To do something, take the STAT + SKILL + MODIFIERS and total the numbers together. That is the number of dice you roll.
  • When you roll dice, 5s and 6s are successes.
  • You are either rolling against a predetermined TN (Target Number [D&D DC]) or against an opposed roll.
  • The more successes over the TN, the better/faster you will succeed. This is the equivalency of critical hits and critical successes.
  • Bonuses add dice. Penalties remove dice.
  • All fractions are rounded up.
  • If more than half your dice rolled are 1s, things go poorly. If you still succeed, you have something odd and possibly humorous happen. If you fail and half of more of your dice are 1s, you have a ‘critical failure.’ These are called fumbles.


  • AP – The number of actions you have per 3 second round.
  • TO HIT – You roll to hit by adding your SKILL + STAT + ACCURACY (dependent on weapon).
  • Success – You succeed if you get more success than the defender. You deal damage equal to the DAMAGE (dependent on weapon) + NET SUCCESSES + STRENGTH (if melee weapon) or DEXTERITY (if ranged weapon).
  • DEFENSE – You may dodge, parry, or block attacks to avoid damage.
  • Dodge – Used against melee, ranged, or targeted magic attacks. Roll REFLEXES + DODGE – ENCUMBERANCE (armor and shield dependent) – MOBILITY (armor and shield dependent).
  • Block – Used against melee and ranged attacks. A shield is used to block. Roll REFLEXES + SHIELD + LOWEST AV – MOBILITY (armor and shield dependent).
  • Parry – Used against melee attacks. Roll REFLEXES + WEAPON SKILL + DEFENSE (weapon dependent) – MOBILITY (armor and shield dependent).
  • Success – If you roll more successes than your opponent you avoid all damage.
  • Failure – Take damage according to opponents roll – your armor value. See ‘DAMAGE’ below.
  • DAMAGE – On a successful hit, calculate damage as above. ARMOR VALUES (AV) from armor, shields, and natural sources reduce this. It is split into Edge and Blunt values. Attacks that are considered both edged and blunt use the lowest given value.
  • EDGE – All edge damage is lethal damage. It may be turned non-lethal with a -2 penalty to hit and damage.
  • BLUNT – All blunt damage is lethal damage as well. It may be turned non-lethal without a -2 penalty to hit and damage.
  • MARKING DAMAGE – Lethal is marked by an ‘X’, non-lethal by ‘/’.
  • REACH – The number of squares the weapon threatens. A 0 lets you attack in your own square (for grappling or attacking smaller creatures in your hex/square).
  • HEX/SQUARE – Represents approximately one yard/meter of space. If no game mat is used, an inch represents a hex/square.
  • SPEED – You can move up to your SPEED per round. An AP can be used to add 1 to your SPEED for that round.
  • INITIATIVE – Determined by adding your REFLEXES + INTELLIGENCE - MOBILITY.
  • Starting HP = Body + Constitution x 2
  • Damage Tiers - For every 1/4th of your HP lost, you take a -2 penality to all rolls.
  • Starting MP = Intelligence + Charisma + Magic
  • MP is spent to cast spells and to add additional dice to other rolls.


The damage modifier of the person doing the healing and the person being healed apply to these rolls.

  • FIRST AID – Roll INTELLIGENCE + FIRST AID + MODIFIERS. You heal non-lethal damage equal to successes or ½ your successes in lethal damage. This roll may be made once per person per day. It takes a number of minutes equal to the number of successes to perform.
  • MEDICINE – Roll INTELLIGENCE + MEDICINE + MODIFIERS. The successes rolled are added to the patients natural recovery roll. It can also be used to recover ability damage. For every three successes, you can have someone recover 1 point of ability damage. This roll may be made once per person per day.
  • NATURAL RECOVERY – Roll BODY + CONSTITUTION. You remove damage equal to the successes rolled. You roll once every hour for recovering non-lethal damage and once every six hours for lethal damage.


  • Skills are either SIMPLE or EXTENDED test.
  • SIMPLE – These are ‘do or die rolls.’ They are versus a base TN. Most of these actions only take a round or less to do.
  • EXTENDED – It takes multiple rolls to succeed versus the TN. They are formatted as “TN/time per check.” i.e. - A difficulty for picking a lock could be listed as 20/5 minutes. Every check takes 5 minutes until either the TN of 20 is reached or a fumble happens.