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QADD:
Quick And Dirty Dungeons v1
Written by Charlie Fleming.
The Basics:
In QADD, to determine the outcome of various situations will
require generating a score by rolling a die or dice, maybe many
dice. If more than one die is used then the score is the total of
all dice rolled. It doesnt matter what kind of dice you have,
4,6,8,12,20, 100 or a million sided, as long as you have a
number of the exact same kind. The mechanics of the game
should be able to handle any size, it all depends on how high of
a number you want to get. In these rules dice are referred to as
d+a number, the number being the number of sides on the die.
A d10 has 10 sides. Most adventures will need a Game
Master(GM), someone to run the adventure, one or more
players playing as characters in the game, paper, and pencils.
Creating Characters:
Each character in QADD has 5 main attributes that
they must divide 7 points between. No attribute
can have a value lower than 1 or more than 3
to start out with. The number in each
attribute is equal to how many dice they will
have to roll is certain situations(will be
explained later). The 4 attributes are:
Build: The total of your physical self. How
tough and resilient you are.
Brains: How smart, good at noticing things,
and how good at figuring this out you are.
Deftness: How well you do things.
Speed: How quickly or slowly you do things.
Luck: Some of us are lucky and some of us arent, but it
may affect some outcomes.
QADD is an experiment to
create a very rules lite rpg that
fits on one sheet of
paper(front & back). Please
send all comments, and
constructive critisism to :
charlie.fleming@gmail.com
the level of the task and rolls a bigger number than the GM, so rolling a 2 would equal a starting gold amount of
success is had.
30+20=50gp. of 6 is 3 for 30gp plus 20gp for the roll of 2
multiplied by 10.
Luck: In certain circumstances as determined by the GM or
requested by the player, a saving roll using a players Luck score Arms & Armor:
can be made to change the outcome of a failed saving roll. The Melee Weapons: All pluses are added to Battle Scores.
chance is given a level of difficulty by the GM, like a saving Small weapons(daggers, hatchets) add +1.
roll and resolved the same way. Ex: A player failing to disarm Medium weapons(short swords, clubs, axes) are +2.
a trap can make a saving roll against their luck to avoid
Large Weapons(long swords, spears, halbreds) are +3.
damage.
Extra Large Weapons are anything two handed and +4.
Combat: Basic combat is resolved by both sides rolling the
number of dice per their Battle Score. Who(or what)-ever
rolled the higher number scores the hit. The difference of the
two rolls is the damage to the loser and subtracted from their
HP. A player and an orc both have BS of 2. They are using a
d6 base so both sides roll 2d6. The player rolls an 8 and the
orc rolls a 3. The orc takes 5 points of damage.
Chainmail is -3.
Platemail is -4
Multiple opponents: If the party of players is taking on more
than one opponent, then each player must declare which
Shields:
opponent they are attacking and combat is resolved
Characters wielding a 2-handed weapon cannot carry a shield.
individually. More than one player may target the same
opponent during combat. Likewise the GM can have more than Wood shields come in small, medium, and large at -1, -2, & -3
damage respectively. Metal ones of the same size are -2,-3, and
one beastie gang up on one player.
-4 damage.
Alternate rule: For quicker play, or if you are playing solo, you
Cost: Small weapons/shields cost 1/4(round down) of the
can total the BS of the entire party vs the BS of all their
opponents. Two characters have BS of 2 and 3, for a total of maximum die roll for gold. If you are using a d10 then the
5, are fighting 3 death frogs, each with a BS of 2 for a total of maximum gold would be 100 gold, therefore a dagger or small
6. The players would roll 5 dice and the death frogs would roll shield costs 10 gold. Medium items are 1/3. Large items are
2/3. Extra large are 3/4 amount. Metal shields cost 10 gp more
6. Same goes with Hit Points.
than wood. Armor goes light 1/4, leather 1/3, Chainmail 2/3,
Damage & Healing: Damage is subtracted from a players HP. and Platemail is 3/4. Basic dungeon delving
equipment(torches, rope, rations) is assumed. The GM can
Armor and shields can absorb damage. Each has a value of
how much can be absorbed and is subtracted from the damage modify or add equipment at prices based on the die base they
are using.
taken. If their HP goes to zero, they are considered
unconscious. If their HP goes below zero, they are dead. HP
can be regained or healed at the rate of 1 per hour if resting or 5 Dungeon Denziens:
All creatures, big and small, have a BS and HP as determined
per good nights sleep.
by the GM. The BS and HP should be chosen based on the size
Ranged Combat: Goes the same as regular combat except for a and strength of the party and level of dungeon they are in. A
distance modifier. This number is added or subtracted from the giant rat might have a BS of 1 and HP equal to 1 die. A goblin
on the first level of a dungeon might be a BS of 1 and HP of 2
BS roll. The GM can determine the actual distances these
dice, but one on the second level could be BS2 and HP of 3
represent.
dice.
Extremely close: +3, really close: +2, close: +1
Far: -1, really far:-2, extremely far:-3
This edition of QADD is considered to be the basic set. The rules
dont cover everything and are meant to be modified to taste by
Money: 10 coppers = 1 silvers. 10 silvers = 1 gold.
those who play them. Magic exists in the world of QADD, but it is
All characters start with 1/2 of the die used 's max value times not necessarily wielded by the adventurers at this time. Expansions
10 plus 1 die times 10 of gold pieces. Using a d6 as base and and adventures may be forthcoming. You have permission to copy,
print, and share these rules as many times as youd like, just dont
sell them(thats a nono).