AedeloreWiki

DM CHEAT SHEET

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DICE BASICS

PointsModifier DCDifficulty
1-2+1 5Trivial
3-4+2 10Easy
5-6+3 13Normal
7-8+4 16Hard
9+5 19Very Hard
10++6 22Nearly Impossible

COMBAT - STEP BY STEP

1. INITIATIVE

D6 per player (D10 if 6+). Highest goes first.

2. PLAYER'S TURN

A) PHYSICAL ATTACK:

  1. Roll: 1D20 + Weapon Attack Bonus + Attribute modifier (STR or DEX)
  2. Opposed roll: Attacker wins = hit, Tie/Defender wins = miss
  3. Damage: Roll weapon damage dice

B) ABILITY (Melee classes):

  1. Roll 1D20 + stat modifier vs DC (see ability)
  2. Pay Weakened cost → gain effect

C) SPELL (Magic classes):

  1. Roll 1D20 + INT modifier vs spell DC
  2. Pay Arcana cost → apply effect

3. DEFENSE

OptionRollNotes
Dodge1D20 + AcrobaticsWin = no damage
Parry1D20 + Weapon ATK + AttrRequires weapon
BlockShield Block AC (10-20)Attacker must beat Shield AC
Take Hit1D20 + Toughness / Armor ACFail = Stun/Knockback

Shield Block AC: Small 10 · Wooden 13 · Spiked 14 · Metal 15 · Tower 20

4. DAMAGE FLOW

On hit:

  1. Pick body part (Head/Shoulders/Chest/Hands/Legs)
  2. All damage → that armor slot's HP
  3. Armor HP = 0 → broken, overflow → Character HP
  4. No armor? → All damage to Character HP

5. CRITICAL HITS & DEFENSE

RollEffect
Nat 20 AttackDouble damage dice. 50% to Armor HP, 50% to Character HP
Nat 20 Defense50% of attacker's damage reflected back
Nat 1 AttackAuto-miss regardless of total

ARMOR CLASS (AC)

Total AC = 10 + sum of armor AC (passive, always active)

Shield Block AC = separate, only for Block defense

Unarmored: 10 · Leather: 13 · Chain: 16 · Plate: 17


SPELL & ABILITY FORMAT

ColumnMeaning
Arcana CostDeducted from Arcana
Weakened CostDeducted from Weakened (max 6)
GainEffect/bonus player receives

Arcana regen: 1/round or 2/rest


EXHAUSTION & BLEEDING

Weakened = 0 → Roll 1D20 + Toughness modifier vs DC 10:

Nat 1FailMeet DC
DeathFaintMove only

Bleeding (each round, D6):

1-23-45-6
-3 HP-2 HP-1 HP

Blood = 0 → Roll 1D20 + Toughness vs DC 10: Nat 1 = death, Fail by 5+ = barely alive, Fail = faint


RESOURCES

Food/Water (morning): D10 → 6+ keep, 1-5 → reduce to D6. D6 → 3 or lower = out. Arrows: Roll after battle. Assist: Forfeit turn → +2 to another player.


POTIONS

AdrenalineAntidotePoison
Ignore 1 HP dmgHalts poison 1 round1 HP dmg/round

REPUTATION (0-10)

Low = ignored/attacked. High = respect. +points: heroic acts. -points: murder/theft (if witnessed).


DM REMEMBER

  • Roll 1D20 + modifier vs DC for abilities and skill checks
  • DM decides which abilities combine
  • DM sets the DC
  • Spells changed only in safe areas (city/village)
  • Nat 20 = critical success, Nat 1 = fumble
  • Total AC = passive defense from armor. Shield Block AC = separate (Block only)