5-Minute Manual
1. What Do You Need?
- Dice: A standard RPG set (d4, d6, d8, d10, d12, d20).
- Players: 1 Game Master (GM) + 1–5 players.
- A piece of paper, a pencil, and the will to have fun!
2. Create Your Character
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Attributes:
Roll 3d6 for each attribute: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA).
Use this table for modifiers:Score Modifier 3 -2 4–6 -1 7–14 0 15–17 +1 18 +2 -
Choose a Race:
- Human: +1 to one attribute of your choice.
- Elf: Darkvision (60 feet) and advantage on Perception checks.
- Dwarf: Advantage on saves against poison and checks involving stonework.
- Halfling: Advantage on Stealth and can reroll natural 1s on d20 rolls once per turn.
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Choose a Class:
- Fighter (d10): Once per rest, regain 1d10 + level HP (Second Wind).
- Rogue (d8): Deal +1d6 bonus damage when attacking with advantage (Sneak Attack).
- Wizard (d6): Cast spells from the spell list (choose 3 level 1 spells).
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Starting Equipment:
- Roll 3d6 × 10 gp to buy items:
- Short Sword (10 gp, 1d6 damage).
- Leather Armor (10 gp, AC 11 + DEX).
- Backpack, rope, torches, and rations.
- Roll 3d6 × 10 gp to buy items:
3. Basic Mechanics
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d20 Rolls:
- Roll a d20, add the relevant attribute modifier, and compare it to the Difficulty Class (DC):
- Easy: 10
- Normal: 15
- Hard: 20
- Roll a d20, add the relevant attribute modifier, and compare it to the Difficulty Class (DC):
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Advantage/Disadvantage:
- Advantage: Roll 2d20 and take the higher roll.
- Disadvantage: Roll 2d20 and take the lower roll.
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Combat:
- Initiative: Each player rolls 1d20 + DEX to determine turn order.
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Attack:
- Roll 1d20 + your modifier (and proficiency if applicable).
- If your roll meets or exceeds the target’s AC, you hit.
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Damage:
- Roll your weapon’s damage die and add your modifier.
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Critical Hits and Fumbles:
- Natural 20: Double your damage dice.
- Natural 1: Something bad happens (GM decides).
4. Magic (For Wizards)
- Spells: Choose 3 level 1 spells (e.g., Magic Missile or Mage Hand).
- Spell Slots: You can cast 2 level 1 spells before needing to rest.
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Quick Spell Descriptions:
- Magic Missile: Fires 3 darts (1d4 + 1 each).
- Fireball: A fiery explosion dealing 8d6 damage in an area.
- Mage Hand: Creates a spectral hand to manipulate objects.
5. Encounters and Monsters
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Building Encounters:
- Use enemies with a CR appropriate to the party’s level.
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Example Monsters:
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Goblin:
- AC: 15, HP: 7, Attack: 1d6 + 2 (slashing).
- Ability: Nimble Escape (can hide as a bonus action).
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Skeleton:
- AC: 13, HP: 13, Attack: 1d6 + 2 (piercing).
- Ability: Resistant to poison and piercing damage.
6. Rewards and Leveling Up
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Rewards: Give gold, magical items, or XP.
- Example: A +1 Weapon adds +1 to attack and damage rolls.
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Leveling Up:
- Each level requires twice as much XP as the last (1st level: 300 XP, 2nd level: 600 XP...).
- Increase HP by rolling your class’s hit die and adding your CON modifier.
7. Start Playing!
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Prepare an Adventure:
- Plot: “A band of goblins has stolen a shipment of gold. Stop them!”
- Encounters:
- 1. Goblin Ambush (3 goblins).
- 2. Forest Trap (DC 12 Perception to spot).
- 3. Goblin Chief with 2 bodyguards.
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Resolving Actions:
- Players describe what they do, and the GM asks for rolls when needed.
Ready to Play
You now have everything you need to create characters, resolve combat, and embark on epic adventures. This system is quick, fun, and designed to get you into the action in minutes. Let the game begin! 🎲