Dungeons & Dragons & Diapers
An ultra light-weight TTRPG system. Less rules, more fun. Examples below give a medieval fantasy flavor, but you’ll find that making DDD work for any type of setting is easy.
Stats
There are 3 stats: Magic
, Slic
and Combic
.
Stat |
What |
Magic |
Anything related to magic and spells and stuff |
Slic |
Anything related to sneaking, hiding, deception, perception, social, acting, acrobatics etc |
Combic |
Anything related to physical combat |
Create a character
A player character (PC) starts out with 20 experience points (XP
). These points are divided freely between the three stats. Depending on how these are split, you get a different “class” or “archetype”. Mix however you like, or go with one of these examples:
Stat |
Barbaris |
Trickster |
Hypnoticos |
Pistolero |
Wizard |
Joe |
Magic |
0 |
2 |
10 |
3 |
15 |
6 |
Slic |
5 |
14 |
7 |
6 |
2 |
7 |
Combic |
15 |
4 |
3 |
11 |
3 |
7 |
Race
Want to play an elf? Sure you do! Here’s how races work. Check the table below, add/subtract stats and gain the abilities listed. See below for more abilities.
Race |
Stat + |
Stat - |
Abilities |
Centaur |
+2 combat |
-2 sly |
Large, fast |
Dwarf |
+2 combat |
-2 magic |
Slow, tough |
Elf |
+2 magic |
-2 combat |
Nightvision |
Gnome |
+2 magic |
-2 combat |
Small |
Goblin |
+2 sly |
-2 magic |
Small, goldnose, ugly |
Grootish |
+2 combat |
-2 magic |
Hardy |
Halfling |
+2 sly |
-2 combat |
Small |
Human |
+1 any |
-1 any |
Lucky |
Orc |
+2 combat |
-2 magic |
Tough |
Robot |
+2 combat |
-2 sly |
Iron health |
Experience
Each game session, all PCs present gain one point of XP
at session start, and another point of XP
at the end of the session.
Hit Points (HP)
HP
= XP
* 5. Your HP
equals the number of XP
a character has gained, multiplied by 5. E.g. 20 XP
would result in a character with 100 HP
.
Defense
Defense
reduces the amount of damage received. E.g. you have 5 defense and a troll hits you for 23 damage: 23 - 5 = 18 damage taken. A PC has 0 defense, but can armor up to improve:
Gear |
Bonus |
Leather armor |
1 |
Chain mail |
4 |
Plate mail |
8 |
Small* shield |
1 |
Medium* shield |
2 |
Large* shield |
4 |
Movement
A character can move 5. Five what? Exactly. If you want to use a battlemap for tactical combat, move
represents the number of squares a PC can move per round. If you really need to translate that number to meters, multiply move
value by 3 to get meters.
Doing stuff
When it’s your turn you can do one thing, e.g. move, attack, cast a spell, hide behind a bush, etc. Declare what the PC wants to do. The GM decalares what the Difficulty
is (see table below for guidance). You roll a d20 and add the appropriate stat value (Magic
, Slic
or Combic
). If the total is equal or higher to the difficulty
, it’s a success. If you roll 20, it’s an extraordinary success.
Description |
Difficulty |
Walk in the park |
5 |
Trivial |
8 |
Easy |
10 |
Doable |
12 |
A bit tricky |
15 |
Rather tricky |
20 |
Difficult |
15 |
Very difficult |
35 |
Nearly impossible |
40 |
Impossible |
50 |
Combat
Declare who/what you want to attack. The GM decalares what the Difficulty
is (see the Doing stuff table). As a default, hitting somebody is “A bit tricky”. You roll a d20 and add your Combic
value and your weapon bonus. If the total is below the difficulty
, you miss. If it’s greater or equal, the total number is also the damage you deal to your enemy.
Weapon |
Bonus |
Special |
Dagger/knife |
1 |
1h |
Club/bat |
1 |
1h |
Shortsword |
3 |
1h |
Longsword |
6 |
1h |
Shield bash |
2 |
1h |
Hand axe |
4 |
1h |
Hammertime |
5 |
1h |
Battle axe |
6 |
1h |
Greataxe |
8 |
2h |
Greatsword |
8 |
2h |
Maul |
7 |
2h |
Spear |
5 |
2h |
Flintlock pistol |
3 |
1h, range 50 |
Shortbow |
2 |
2h, range 100 |
Longbow |
4 |
2h, range 300 |
Crossbow |
5 |
2h, range 150 |
Abilities
You get abilities from your race
(see above), or buy them for XP
(WIP, more to come on this). Abilities stack, apply instances cumulatively, e.g. Hardy 3
bestows +15 defense
.
Ability |
Effect |
Alert |
+10 perception |
Bouncy |
+10 jump |
Crit attack |
Attacks bypass target defense |
Extra attack |
+1 number of attacks each round |
Fast |
+2 move |
Goldnose |
Can sniff out gold within 30 meters |
Hardy |
+5 defense |
Healer |
Can heal a number of HP equal to your own XP |
Hidey |
+10 hide |
Iron belly |
Ignore most poison |
Iron health |
Ignore most diseases |
Iron fist |
+4 when attacking without a weapon |
Just ate |
You are nourished as if you just ate a nice meal |
Large |
+1 move , +4 when attacked |
Lucky |
1/day reroll a d20 if you’re unhappy with the result. You must take the second roll. |
Nightvision |
Can see in the dark |
Slow |
-2 move |
Small |
-1 move , -4 when attacked |
Tough |
HP = XP * 6 (instead of * 5) |
Ugly |
-10 on social interactions |
Magic/spells
Works the same way as Doing stuff
. Declare what you want to do –> GM declares difficulty -> Roll d20 and add Magic
stat –> resolve what happens depending on success or failure.
Magic items
There are naturally magic items! Here are some examples:
Item |
Effect |
Magic sword |
+3 combic when wielded, 1/encounter gain the Crit attack abilty |
Enchanted pistol |
+3 combic , on hit pushes target backwards |
Magic shield |
+3 defense when wielded |
Magic wand |
+3 magic when wielded |
Magic garb |
+3 defense when worn, can apply to armor or clothes |
Ring of Protection |
You gain the Hardy ability |
Ring of Jumping |
You gain the Bouncy 2 ability (i.e. +20 jump) |
Amulett of Fire |
All attacks (spells or combat) deal 5 extra fire damage which bypasses defense |
Flying carpet |
Flies at a speed of 10 with up to 400 kg load. Can move vertically, controlled mentally by the owner |
Bag of Holding |
A magic bag which can hold up to 1000 kg or up to 1000 liters of content. Content must fit into an opening of 50 cm |
Nightvision goggles |
You gain the Nightvision ability, but can only see shades of gray |
Monsters
Some monster examples to get you started
Goblin
Stat |
Effect |
Magic |
0 |
Slic |
10 |
Combic |
5 |
HP |
30 |
Defense |
5 |
Move |
3 |
Special |
Hidey . Goblins are cowards unless they outnumber their enemies at least 2:1 |
Goblin shaman
Stat |
Effect |
Magic |
10 |
Slic |
8 |
Combic |
1 |
HP |
50 |
Defense |
3 |
Move |
3 |
Special |
Hidey . Goblins are cowards unless they outnumber their enemies at least 2:1 |
Troll
Stat |
Effect |
Magic |
0 |
Slic |
2 |
Combic |
30 |
HP |
400 |
Defense |
15 |
Move |
7 |
Special |
Large . Alert . Turned permanently to stone by sunlight. |
Black dragon
Stat |
Effect |
Magic |
10 |
Slic |
10 |
Combic |
30 |
HP |
600 |
Defense |
30 |
Move |
5, flying 15 |
Special |
Large 2 . Goldnose 5 . Special attack: Acid breath, 10m cone |
Diaper demon
Stat |
Effect |
Magic |
7 |
Slic |
8 |
Combic |
23 |
HP |
250 |
Defense |
10 |
Move |
9 |
Special |
Large . Special attack: Fling blotches of poo which poisons all creatures in a 10m diameter circle. |
Rust Monster
Stat |
Effect |
Magic |
1 |
Slic |
10 |
Combic |
5 |
HP |
80 |
Defense |
5 |
Move |
5 |
Special |
Metal Detection (senses metal within 20 meters), Antennae Touch (disintegrates metal) |
Mimic
Stat |
Effect |
Magic |
5 |
Slic |
15 |
Combic |
10 |
HP |
120 |
Defense |
5 |
Move |
3 |
Special |
Shapechange (assume form of any inanimate object) |
Minotaur
Stat |
Effect |
Magic |
0 |
Slic |
5 |
Combic |
20 |
HP |
180 |
Defense |
10 |
Move |
6 |
Special |
Charge (if able to move 5 in a straight line, double move and attack with bonus +5) |