DM CHEAT SHEET
DICE BASICS
| Points | Modifier | DC | Difficulty | |
|---|---|---|---|---|
| 1-2 | +1 | 5 | Trivial | |
| 3-4 | +2 | 10 | Easy | |
| 5-6 | +3 | 13 | Normal | |
| 7-8 | +4 | 16 | Hard | |
| 9 | +5 | 19 | Very Hard | |
| 10+ | +6 | 22 | Nearly Impossible |
COMBAT - STEP BY STEP
1. INITIATIVE
D6 per player (D10 if 6+). Highest goes first.
2. PLAYER'S TURN
A) PHYSICAL ATTACK:
- Roll: 1D20 + Weapon Attack Bonus + Attribute modifier (STR or DEX)
- Opposed roll: Attacker wins = hit, Tie/Defender wins = miss
- Damage: Roll weapon damage dice
B) ABILITY (Melee classes):
- Roll 1D20 + stat modifier vs DC (see ability)
- Pay Weakened cost → gain effect
C) SPELL (Magic classes):
- Roll 1D20 + INT modifier vs spell DC
- Pay Arcana cost → apply effect
3. DEFENSE
| Option | Roll | Notes |
|---|---|---|
| Dodge | 1D20 + Acrobatics | Win = no damage |
| Parry | 1D20 + Weapon ATK + Attr | Requires weapon |
| Block | Shield Block AC (10-20) | Attacker must beat Shield AC |
| Take Hit | 1D20 + Toughness / Armor AC | Fail = Stun/Knockback |
Shield Block AC: Small 10 · Wooden 13 · Spiked 14 · Metal 15 · Tower 20
4. DAMAGE FLOW
On hit:
- Pick body part (Head/Shoulders/Chest/Hands/Legs)
- All damage → that armor slot's HP
- Armor HP = 0 → broken, overflow → Character HP
- No armor? → All damage to Character HP
5. CRITICAL HITS & DEFENSE
| Roll | Effect |
|---|---|
| Nat 20 Attack | Double damage dice. 50% to Armor HP, 50% to Character HP |
| Nat 20 Defense | 50% of attacker's damage reflected back |
| Nat 1 Attack | Auto-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
| Column | Meaning |
|---|---|
| Arcana Cost | Deducted from Arcana |
| Weakened Cost | Deducted from Weakened (max 6) |
| Gain | Effect/bonus player receives |
Arcana regen: 1/round or 2/rest
EXHAUSTION & BLEEDING
Weakened = 0 → Roll 1D20 + Toughness modifier vs DC 10:
| Nat 1 | Fail | Meet DC |
|---|---|---|
| Death | Faint | Move only |
Bleeding (each round, D6):
| 1-2 | 3-4 | 5-6 |
|---|---|---|
| -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
| Adrenaline | Antidote | Poison |
|---|---|---|
| Ignore 1 HP dmg | Halts poison 1 round | 1 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)