That means if you have Disadvantage on a roll, and Advantage on the same roll, you only roll 1d6. Obstacles are challenges that usually require a Test to overcome. Obstacles may include attempting to barter with a shopkeeper, pick a lock, search a room for a hidden item, or resolve a conflict with words rather than swords. The Game Master may determine your roleplaying is sufficient in overcoming the Obstacle and grant you an immediate success without having to Test; however, in most situations, a Test will be necessary to determine the outcome.
Save Tests are also used to stabilize yourself if you begin a turn at 0 Hit Points. Save Tests are just like regular Tests, and unless otherwise noted by the rules or the Game Master, you roll 2d6 to resolve your Test. A 5 or 6 on any of the rolled dice represent a successful Save. Should you fail the Save Test, your character is killed. There is no preventing it.
Game Masters are advised to keep these situations few and far between. Adventurers will roll a standard 2d6 Test and add up the total of their rolls. Likewise, the Game Master will roll Initiative for any enemy combatants the Adventurers will be facing. The highest roller will have the first turn in the Initiative Order, followed by the next highest, and so on. If there is a tie between an Adventurer and an enemy, the Adventurer always goes first.
If there is a tie between two or more Adventurers, the tying Adventurers reroll for that position until the tie is broken. Combat is strictly turn-based to keep things running smoothly. A round of combat begins at the top of the Initiative Order and ends at the bottom. The next round of combat then begins, starting again at the top of the Initiative Order. This continues until the Adventurers have defeated their enemies, completed some objective determined by the Game Master, or until the Adventurers have been killed or routed.
While it can take some time to get through an entire round of combat, in-game, a full round of combat is equal to roughly five or six seconds. During your turn in the Initiative Order, you have two Actions. You can choose to move, attack, and generally not be useless with these Actions.
If you move, that is one Action. If you attack, that is one Action. You can use both Actions to move, or use both Actions to Attack if you wish. Other Actions include sheathing or unsheathing a weapon, grabbing an item, and giving an item to an ally. Movement is defined by announcing your intentions to move from one location to another; the Game Master determines whether or not you can cover enough ground to get there with that Action.
This is where miniatures and maps come in handy, as they will assist in determining distance. It is also assumed that 9 Basic Rules each Adventurer can move just as far as any other Adventurer with a single Action, unless the Game Master says otherwise.
If you are using a combat grid, 25 feet is 5 squares. Attacking is the most important aspect of Combat. First and foremost, if you are attacking an enemy, you must be within range of your enemy to do so. Getting within range will require you to move if you are using a melee weapon. Attacking is just another type of Test, and the Obstacle is your enemy. Any weapon type you have Mastered allows you to roll an Attack Test with Advantage, or 3d6. You have Disadvantage for Attack Tests while wielding weapons you are not Proficient with—this includes unarmed combat and improvised weapons.
On a successful Attack Test, you deal 1 of point damage to your enemy, regardless of your weapon, unless your Game Master says otherwise. Game Masters are encouraged to reward roleplaying at all times, so a particularly detailed description of an attack may score more than 1 point of damage to your enemy, if the Game Master so decides. Two special Actions you can perform in Combat are Focus and Evade.
When you choose to Focus, the next time you attack, your Test is successful on a roll of 4, 5, or 6, increasing your chances of hitting the enemy. Your Focus Action remains in effect until you choose to attack or until the end of combat, so the Action can carry over to other turns. There is no benefit to stacking Focus Actions.
If your Test is successful, you evade the attack and do not take damage. You can attack while unarmed, or even with improvised weapons such as a barstool or a rock, but these are not classified as weapons. Light Melee Weapons have the benefit of only requiring one hand to wield. This frees you up to do other things with your other hand, such as grab a potion. You must be adjacent to an enemy, or within 5 feet, to attack with a Light Melee Weapon.
If you are using the optional Zones rules on page 11, Light Melee Weapons strike from the Close range. Examples of Light Melee Weapons include daggers, short swords, hammers, and staves. The benefit is that you can attack your enemies with these weapons from 10 feet away, as they have a longer reach than Light Melee Weapons.
If you are using the optional Zones rules on page 13, Heavy Weapons strike from the Near range. Examples of Heavy Melee Weapons include great swords, war hammers, polearms, spears, and two-handed flails. Ranged Weapons require one hand to hold, but two to operate. Ranged Weapons treat all targets on the field as being within range for attack, unless the Game Master declares they are being protected by some form of cover.
The downside to this is that they require one Action to load, and one Action to fire. And we love simplicity. If you are using the optional Zones rules on page 13, Ranged Weapons strike from the Far range. Examples of ranged weapons are slings, bows, and crossbows. Zones represent areas close to the fight.
There are three zones during combat: Close, Near, and Far. Note: The included Zone sheet also includes Evade and Focus sections, so you can mark which characters have Evaded or Focused each round, and which have not. Enemies can use any attack from their Zone ranged, magical, melee , with no penalties. Think of it as the enemies are the eye of the storm in combat, and everything swirls around them. Obviously, this is an extreme abstraction, and the GM should remember that enemies actually move, and describe it as such.
Zones are meant to abstract relative distance and provide a quick play aid. It takes a Move action for an Adventurer to move between zones. When other abilities or powers such as monsters, or prestige traits refer to distances, the Close Zone is within 5 feet of the target, and the Near Zone is within 10 feet of the target.
Therefore, if a Monster can attack everyone with 10 feet, they can attack everyone in Close and Near zones. Knocking something back 10 feet would move them from Close to Near, or from Near to Ranged.
In the end, Zones are an abstraction designed to help make combat a little easier to engage in. Hit Points are determined by your selected Heritage, and they reflect the punishment your body can take before you lose consciousness. In Combat, every successful hit deals 1 point of damage unless otherwise noted by the Game Master. Your choice of weaponry does not alter this. Other game systems generally have you roll for the damage you deal or have different weapons deal different amounts of damage.
Tiny Dungeon 2e does away with this, because a well-placed dagger can be just as deadly as getting hacked by a broadsword. Ultimately, the final blow is the one that counts. Sleeping You need at least 6 in-game hours of uninterrupted sleep every day to regain your strength.
If you manage to obtain 6 hours of uninterrupted sleep, you will fully restore any lost Hit Points to your maximum.
You otherwise regain 1 Hit Point for every hour of sleep. When asleep, Adventurers are unconscious. If something is going on around them, they are less likely to be aware of it, and have Disadvantage when making a Test to see if something wakes them up. Hit Points cannot be reduced below 0. A successful Save Test will bring your Hit Points up to 1 and ends your turn. If you fail this Save Test, you get one last chance at surviving on your own—at the start of your next turn, make one last Save Test, at Disadvantage.
If you fail this final Save Test, your Adventurer dies. While you are unconscious, any ally can attempt to stabilize you by making a Save Test as an Action on their turn, providing they are adjacent or Close to you.
On a success, you are restored to 1 Hit Point and your next turn will start as a normal turn. Additionally, any items or abilities that could potentially heal you while you are unconscious—such as the Healer Trait or healing potions—can be used by allies to bring you back from the brink.
There are usually ways for the dead to be brought back to life, and hopefully one of your companions will be willing to drag your useless corpse to a temple where you can be resurrected. If the Test is successful, you are hidden, or your actions went unnoticed.
It is up to the Game Master to determine if you are in a situation where you could potentially hide. Allies and enemies alike can also make a standard 2d6 Test to locate someone—or something—that is hidden. Hiding during Combat uses an Action, as does searching during Combat. These Tests can only be done during your Turn while in Combat. The magic Traits are primarily Spell Reader and Spell-Touched, but to a lesser extent, Beastspeaker, Familiar, and Healer can also fall into the magical category.
Spell Readers may find magic scrolls out on their adventures, and sometimes shops may carry magic scrolls for purchase. Some examples of scrolls could be: R5 a scroll to resurrect a dead ally R5 a scroll to transform an enemy into a harmless woodland creature R5 a scroll to heal all of your allies simultaneously For a Spell Reader to use a magic scroll, they must be holding it, and then simply perform a standard 2d6 Test.
If you fail your Test, the scroll is not destroyed, but you obviously do not successfully cast the spell. Spell-Touched are able to subtly affect their surroundings; they can produce small illusory objects, make small objects turn invisible, conjure light sources or phantom sounds from nowhere, manipulate and move small objects, or even ignite or douse small flames, just to name a few examples.
Spell-Touched individuals are also able to sense magic around them or in items. To use this ability, simply describe in detail what you are trying to do and perform a standard 2d6 Test. If you are trying to manipulate an object, you must have eye contact with it. You can also perform a simple Ranged attack with magic, such as a magic bolt.
This is treated just like any other Ranged attack in Combat and requires an Action and a successful 2d6 Test. Beastspeakers are also somewhat magical in nature, as they can somehow speak to and understand animals just as though they were talking to a person. Familiars are usually benevolent spirits that have attached themselves to another living spirit.
Familiars are umbral, but take the shape of a particular animal—typically no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, familiars cannot speak, and instead communicate telepathically with their master. They have a movement of 30 feet and are able to remain manifested so long as they are within a foot radius of their master. Familiars are incorporeal to everything but their master, and as such, are unable to physically interact with other objects or individuals.
That does not mean they are impervious to damage; when summoned, a familiar has 1 Hit Point, and can be damaged by magical effects. Summoning and unsummoning a familiar is considered free and does not require a Test. When summoned, the familiar will appear on or within 5 feet of its master.
Healers can be magical or divine healers, such as a druid or a cleric, or simply an individual well-versed in real medicine. It is up to you to determine how you want to flavor your healing art if you select this Trait. In order to heal, you must be adjacent or Close to your target and perform a standard 2d6 Test. Magic Items such as weapons, armor, clothing, jewelry, and other objects may be acquired during adventures.
It is up to the Game Master to determine exactly what these items do and what sort of benefit, if any, they provide. Remember, not all magic is good, and some items that seem harmless could potentially be cursed. Much like everything in Tiny Dungeon 2e, the rules for growth and leveling are fairly simple and straightforward.
The Minimalist Advancement To advance your characters with the minimalist advancement track, simply gain 1 new trait every 3 sessions. A character can never have more than 7 traits. If you would gain a trait past 7, you may instead swap out a non-Heritage trait for a new trait. You may buy upgrades with the following costs. Experience is generally awarded as follows: R5 1 for the group as a whole for good roleplay. R5 1 for the group as a whole for defeating enemies not per enemy, just if they defeated any enemies.
R5 1 for the group as a whole for advancing the plot and their goals. R5 1 for the group as a whole if players contributed to the out of game enjoyment of the session snacks, music, carpooling, hosting at their home.
Tiny Dungeon 2e is a minimalist rule set and it provides only a framework for gameplay. This is known as Game Master Fiat. Ultimately the Game Master has final say on how the game is played and how the rules are enforced. The key is simply to be consistent. Choosing a Heritage first helps give you a sense of where your adventurer fits in the world.
Instead of predefined classes, Tiny Dungeon 2e uses Traits to express what your Adventurer excels at doing. There are three groups of weapons; You might wonder why we shifted our terminology from Race to Heritage.
Previous TinyD6 games and the original Tiny Dungeon used the term Race to distinguish between the various playable species that exist in the game.
Race, however, is an inelegant word. Connotations aside, Race fails to account for the full spectrum of cultural, environmental, familial, and genetic heritage.
Using Heritage allows us to recognize and embrace diversity within groups as well as create new groups on broader grounds than genus and species. Adventurer Creation From this group, you select one specific type of weapon that you have Mastered. For example, you can select Light Melee Weapons as your Proficient group, and from that, you can select daggers as your Mastered weapon.
Your Adventurer will start with one weapon of your choice, ideally the weapon he or she has Mastered. It is assumed that your Adventurer is already wearing the standard armor or clothing of their choosing—be it leather armor, chainmail, or just a cloth robe—as armor serves no mechanical function in the game. Game Masters: While this is going on, you should be thinking about what type of scenario you will be placing the Adventurers in.
Is this going to be a one-off adventure? Or are you planning to create an entire world for your Adventurers to explore? One-off adventures can be planned with a few minutes of preparation; however, if it is your goal to have a larger campaign in mind, this is going to take some work on your part to plan.
Take some time to look through the For The Game Master section. No, really. Growing up, you were probably exposed to a Family Trade. Perhaps you learned your way around a forge from your father, who was a smith. Maybe your mother was a weaver and taught you how to make and mend clothing. Whatever it was, you picked up some knowledge of this craft and gain Advantage in situations where you can put it to use.
Choose some sort of Family Trade for your character; your Game Master will then decide how it will be applicable during gameplay. Finally, Adventurers all have a driving principle called a Belief that should be noted on the Adventurer Sheet. This Belief is a simple statement used as a guiding force for your Adventurer. Humans are capable of living in punishing conditions, from icy tundra to blistering deserts.
They can produce glorious cities or live simple lives as nomads. Humans are just as varied as the places where you find them. They come in all shapes and sizes and temperaments. On average, they are between 5 and 6 feet tall, with males tending to be taller than females. They are renowned for their talent with archery, which they use to deadly effect to protect their territories, while remaining hidden in the treetops.
They are by nature a secretive people, and it can be difficult to earn their trust. Fey are slightly shorter than the average human, with slender, graceful frames and elongated ears that taper to a point.
They have a tendency to be androgynous in appearance and are considered to be incredibly beautiful even by members of other Heritages. Bow Mastery: You have Mastered bows and have Advantage when using them.
This is in addition to the Mastered weapon chosen at Adventurer Creation. They pride themselves on their drinking, craftsmanship, and fighting prowess. Dwarven society is heavily influenced by a strong sense of honor and justice. Because of this, they are viewed as being trustworthy individuals, but also stubborn and set in their ways. On average, both male and female dwarves stand 4 feet tall, and have broad, muscular bodies. Their behavior, even in adulthood, is childlike. They are inquisitive by nature and somewhat mischievous, although their antics are rarely malicious.
Goblins are also easily distracted by shiny objects, and they have a particular affection for gold. Standing just over 3 feet tall, goblins are on average very scrawny and have wide, oblong heads with protruding, bat-like ears.
They are notoriously quick, and due to their compulsive fascination with gold, they have gained notoriety as being thieves. Despite their appearance and impish nature, goblins are usually goodnatured creatures that enjoy the company of anyone who can tolerate them. Goblin Agility: You can Test 1d6 whenever you are successfully hit by an enemy.
Declaring Evade as an Action has no additional benefit. They are highly intelligent and dignified creatures with a great respect for - and interest in - culture. In Salimarian culture, being well-dressed is an absolute must, as it is symbolic of their wealth and stature. Their skin is glossy black and smooth with patches from their head to their tail that range from snow white, to silver, to dark grey.
It is widely known of two Heritage Traits: that Salimar are not only Pyrothermic Healing or immune to fire, but are actually Cryothermic Healing.
Pyrothermic Healing: Any damage that would be dealt to you by a source of natural nonmagical fire instead heals you for that amount. Cryothermic Healing: Any damage that would be dealt to you by a source of natural non-magical extreme cold instead heals you for that amount.
They tend to live very long lives—hundreds of years—and have a reputation for being wise and learned. They are solitary creatures, preferring to live alone, even from their own kind, keeping to the forests they tend and grow.
Treefolk are huge, standing close to 12 feet tall. They look like mobile trees, long bark covered bodies striding through the woods, as their crown of leaves reaches to the skies. Ancient Heart: You cannot be healed by any means other than direct sunlight and sleep. For each Hit Point to be healed, you must be directly in the sun for an hour moving or stationary or use the sleeping rules. There are three types of Karhu: the agile, but smaller black Karhu; the strong and powerful brown Karhu; and the rare, but majestic polar Karhu,.
The Karhu have a reputation for being calm and pensive but terrifying when provoked or angered. Karhu can walk on all fours or stand upright like the other Heritages. They tend to wield no weapons even though they can , but often can be found using armor. Magic among them is exceptionally rare. They are roughly the same size as mundane bears of the same type. You cannot use ranged weapons. Strong, violent, and territorial, Lizardfolk stalk the swamps and jungles of the world, carving out their fate by tooth, claw and spiked club.
Most Lizardfolk adventurers start as outcasts or raiders, and eventually grow into something more, becoming heroes and legends of the Lizardfolk back home. They make implacable allies and relentless foes. Lizardfolks are scaled, with a muted assortment of colors the better to lurk and blend into the swamps they call home. Many have a ridge of fins or spikes along their spine, and some webbing in their clawed feet and hands.
Cold-Blooded: Any attempt to persuade, influence, or manipulate a Lizardfolk through appeals to emotion or feelings suffers Disadvantage. No problem! You gain Advantage when Testing to do acrobatic tricks such as tumbling, long-distance jumps, climbing, and maintaining balance. Provided the right reagents and recipes, you can mix potions, elixirs, and poisons.
You also gain Advantage when identifying unknown liquids. Armor Master: Your paltry weapons cannot pierce my iron hide! You have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing your armor. It takes a full 8 hours to repair all 3 Hit Points. Barfighter: Funny how you always fancy yourself a drink, right on Unification day.
You can select Improvised Weapons as a Weapon Group. You do not get to pick a Weapon to Master. Instead, when fighting with any Improvised Weapons, you get one extra action each turn. Beastspeaker: What is it, boy?! The king fell down a well?! You are able to communicate with animals. This form of communication is primitive and very simplistic. You can attack with primal and furious rage.
You can choose to make an attack with Disadvantage. If you do and succeed, you deal 2 damage instead of 1. Blacksmith: I can fix that!
Once per day, you can make a Test with Advantage. If successful, you can restore 1 Depletion point to any object. See Item Expenditure and Depletion Points; pg. While Fighting Unarmed, your Evade action Tests with 2d6 instead of 1d6. You gain Advantage when attempting to convince someone of something or otherwise influence them. Cleave: I will bathe in the blood of enemies! If your attack drops an enemy to 0 Hit Points, you may immediately make an extra attack with Disadvantage.
Dark-fighter: Who needs eyes, when I have all the other senses? You do not suffer Disadvantage for having your sight impaired. When an adjacent ally is hit, before Evade Tests are made, you may choose to have that attack hit you instead. When an attack would reduce you to 0 Hit Points, it instead reduces you to 2 Hit Point. You can do this once per day.
However, you have Disadvantage on all rolls that require careful and delicate manipulation, social grace, or might be severely impacted by your intoxication Game Master discretion. Dungeoneer: We go left. You gain Advantage when attempting to find your way through a dungeon or cave system and when attempting to identify creatures native to dungeons or caves. You gain Advantage when checking to see if you know specific information.
Eidetic Memory: You remember that guy in that city? Who did that thing? I remember exactly what he said. When Testing to recall information, you have seen or heard previously—even in passing—you succeed on a roll of 4, 5, or 6.
Familiar: Your faceless shadow cat is really freaking me out, man. For as long as you can remember, you have never truly been alone. Another spirit has linked itself to yours, accepting you as its friend and master. See Magic; pg. Your speed increases from 25 feet to 30 feet. From reading it, I especially like the flexiblity in character generation Wouldn't that mean that in a situation that is especially difficult, the specialist loses any advantage he has over all the others? So basically, if you're just trying to climb a tree, the guy who has a trait that helps him to be a climber is much better than his fellow without such a trait; but when he wants to climb a slippery wall, his chances are just as bad as everyone else's?
This doesn't seem to be helpful for giving specialists their spotlight. I know this is an old post but I figure I'd through in my two sense.
You could say, as a house rule, that disadvantage removes one die from your die-pool. That way in the situation you described, you would role 2d6 but everyone else would roll 1d6 being the minimum of course. The GM could always override this house rule depending on the situation and say regardless of your talents you will have full disadvantage and can only roll 1d6.
Any update on when the cover will be changed to match the full guide? This is the stumbling block for me. Jason, We've set the graphic designer on it. Expect it in a week or so. Same question here. Just discovered Tiny Dungeon 2e and -love- it -- so am picking up a few other things, but want to make sure the Player's Guide isn't just a cut-down version of the full second edition Hey folks.
The only difference between the two books is the micro-settings. All the rules will be there. I will say, I highly recommend the micro-settings as they do occasionally add supplemental setting specific rules and are great examples on how to customize TinyD6 to your own world.
Thanks for the reply. I'm really liking how this is put together but a little underwhelmed that the Players Guide Updated 1. What gives? Hey Chris! It's on our list. Currently our focus is on fulfilling our Kickstarter commitments, but we're aiming to get that sorted on this product in the near future.
Hi, Thanks for a great product, I am looking forward to play testing it in the near future. My question is in combat about the "using both actions to attack", 2 attacks per combat round?
Do you intend that to be the normal attack? Do you expect players to do a focus and then attack? I Just want to check I am understanding the rules correctly. Hey Anthony! Both of those options you outlined are valid. Two normal attacks, or a focus and attack can both be done. An update correcting the errors indicated in the full version's comment's would be nice for this one, too.
Haven't found anything else so far. Apart from that, the Player's Guide looks real good and I find the price more befitting the content than the full version. Which doesn't mean the full version is not recommended, I just don't have use for campaign settings as I'm using my own. Thank you for the feedback, we'll work on getting it addressed!
Oh and The Armor Master trait states you get additional HP, and there are optional armor rules, but I can't find the basic armor rules right now. Hey Michael! Explore numerous worlds and discover legends, adventure and fantastical beasts. Character creation is simple, fast, and exciting.
You pick your character type based on the exciting stories your Game Master is going to tell, you pick a few Traits that each grant a single benefit, and you're done! File Name: tiny dungeon 2e pdf download free. A Story of Successes Written by Brian Fitzpatrick, this download features a small adventure, six pregenerated Tiny Dungeon 2e Characters, and a cheat sheet on how to use the Tiny Dungeon 2e rules.
How to spin a book. Harry potter and the chamber of secrets new book. Percy jackson and the last olympian book. Any character can try to pick a lock, tumble acrobatically, or track a beast through the swamps, and thus, every character can mechanically end up close to the same, especially in 1E, but 2E addressed this in a couple of ways.
One way to differentiate a bit is that there are abilities or circumstances that give characters Advantage roll 3d6 or Disadvantage roll 1d6. Another is that in such a rules light system, there is a lot of encouragement to just use GM fiat on some issues. For example, it would make total sense to tell a non-rogue type character that they can only attempt to pick a lock at Disadvantage even if there is no written rule for it.
One of the great things about such an extremely minimal rules set is that it implicitly puts the emphasis on playing the character rather than the stats. I know that in PF, I tend to think about actions in terms of where my highest bonus is bluff or diplomacy, melee or range, etc. TD2E really opens the door to think about what my character would really do in each situation. I now can ask myself what response to a given situation would fit their personality instead of their stats?
Since everything boils down to the success rolls, character differentiate themselves by picking Traits where they excel. For example, using magic in 1E was basically completely up to GM fiat, but 2E provides some specific spell-like Traits that a powerful wizard could have. They do the same thing for martial arts fighting styles and techniques, paladins, and druids by explicitly defining these options.
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