Intro
-defining terms
-what you need
-Ideas for play.
Chapter 1: Rolling Up Your Dice
-How Many Sides Do You Have?
-Dice Color (hero archetypes/personality)
-What Can Your Dice Do?
-Skills and Tricks
Chapter 2: Trappings
-Gear (rated in dice as well, based on specialization)
-Wealth
-Magical Gear
Chapter 3: How To Play
-Types of Tasks
-Brute
-Skilled
-Esoteric
-Task Examples
-Combat
-Attacking and Defending
-Damage
-Wounds and Defeat
-Situational Modifiers
Chapter 4: Critters and Challenges
-d4s: The little yappy ones
-d6s: common threats
-d8s: beasts and brutes
-d10s: mystic monsters
-d12s: the big ones
-d20s: epic threats
-d100s: godly challenges
-d3's: from beyond.
-traps and environmental hazards.
Chapter 5: Advancement
-Experience and leveling up
-Multi-Dicing
-Other rewards
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