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I just want to talk about my homebrew
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<blockquote data-quote="innerdude" data-source="post: 8503961" data-attributes="member: 85870"><p>I'd say, if you're not totally married to your homebrew, you sound like an outstanding candidate for Tiny Dungeons. </p><p></p><p>The whole core mechanic is rolling 2 dice (regular), 3 dice (advantage), or 1 die (disadvantage). All dice are d6. </p><p></p><p>If any dice rolled are a 5 or 6, it's a success. </p><p></p><p>If at least two dice roll a 6, it's a critical success. </p><p></p><p>You get basic "feats" / heritage traits that give advantage to rolls in certain circumstances. </p><p></p><p>Weapons are rated as ranged or melee, heavy or light, and but those traits really only matter for setting up basic fictional positioning. By default you don't even roll for damage (damage values are static), though there is an optional rule for variable damage rolls.</p><p></p><p>Other than the feat/trait list, and very simple armor-as-damage-reduction rules, that's almost literally the entire game. </p><p></p><p>If you want to get SUUUUPER deep into the rules, there's a few minor additional rules for equipment usage and ammo depletion on top of that . . . but they're all optional.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8503961, member: 85870"] I'd say, if you're not totally married to your homebrew, you sound like an outstanding candidate for Tiny Dungeons. The whole core mechanic is rolling 2 dice (regular), 3 dice (advantage), or 1 die (disadvantage). All dice are d6. If any dice rolled are a 5 or 6, it's a success. If at least two dice roll a 6, it's a critical success. You get basic "feats" / heritage traits that give advantage to rolls in certain circumstances. Weapons are rated as ranged or melee, heavy or light, and but those traits really only matter for setting up basic fictional positioning. By default you don't even roll for damage (damage values are static), though there is an optional rule for variable damage rolls. Other than the feat/trait list, and very simple armor-as-damage-reduction rules, that's almost literally the entire game. If you want to get SUUUUPER deep into the rules, there's a few minor additional rules for equipment usage and ammo depletion on top of that . . . but they're all optional. [/QUOTE]
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