TG20 - Homebrew Rules
Welcome, one and all to TG20, an ever evolving homebrew lightruleset to play TTRPGs. These are the rules I use when playing my solo games and expanding the stories and characters within the world of Violem. I am constantly playtesting and adapting them so no doubt they will change at some point. Now go have a read and let me know what you think? What could be improved and how could they used to make more fun adventures? And most importantly, have fun :)
Before we begin:
Rules provided below are an adaptation and an expansion on the ruleset Tunnels Goons V1.2 by Nate Treme. Credit goes to him for coming up with the original rules. Go check out them out on his Itch.Io page, its really cool Check Out HereHow it Works:
The game is simple. You create a character, plonk them inside an adventure. Then go back and forth with a game master to describing scenes and how your characters react in those scenes. There is a bit more than that of course, but this is how most games go. From a testplay map to one shots to entire cmapaigns. But there is more details than this so lets go further down to have a look.Action Roll:
When an action’s success is uncertain, a player can roll 1d20 and add the score from the relevant ability and a point for any relevant items. If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.Difficulty Scores Guidelines:
- Easy: 5
- Moderate: 10
- Hard: 15
- Impossible: 20
Dangerous Actions:
If an action has a risk of danger, the players completes an action roll (1d20) to see if they hit and then complete a damage roll (1d6) to see how much damage they deal. The players and danger (either enemy or environment) take turns rolling against each other until the danger is resolved or the players reach 0HP.Critical Hits:
If a 1 is rolled, the player has critically failed and the player takes the damage rolled. If a 20 is rolled, the player has critically succeeded and the enemy takes double damage.Using Magic:
Unlike D&D, magic is unlimited and does not require a long rest to recharge spell slots. Instead spells have a cooldown time in when used during dangerous encounters (combat) which can be found on the spell card template. If a spell is used outside of combat the spell can be cast a reasonable amount of times. (If a spell is transferred from D&D assume the cooldown is equal to the level of the spell ie. Counterspell is a 3rd level spell therefore has a cooldown of 3 rounds)Inventory:
Your Inventory Score is how many items you can carry comfortably. For each item that exceeds your inventory score subtract 1 from any Brute (B) or Skulk (S) rolls.Healing:
Regain lost Health Points by spending the night in a safe spot or using a healing spell/potion.Death:
When a character’s Health Points reach zero, they have a saving throw. The player rolls 1d20, if the score is 10 or higher the player returns to 1HP otherwise the player is killed or unconscious based on the adventure.Advancement:
Players earn Xp through actions carried out, once they earn enough Xp they level up. Giving them 1 additional Hit Point, 1 Inventory Point and 1 point in any chosen ability. If a character has a playable race which can use magic, they can learn 1 new spell. (If transferring spells from D&D use levelled spells equal to your player ie. Level 4 characters can learn level 4 spells) Actions that can earn Xp include:- Completing skill checks (+3xp)
- Rolling a nat 20 (+5xp)
- Completing puzzles (+10xp)
- Doing cool stuff (+10xp)
- Finding Treasure/legendary weapons (+20xp)
- Killing monsters (HP of monster = Xp earned)
Level Up Chart
Level | Xp |
---|---|
1 | 0xp |
2 | 100xp |
3 | 300xp |
4 | 600xp |
5 | 1000xp |
6 | 1500xp |
7 | 2100xp |
8 | 2800xp |
9 | 3600xp |
10 | 4500xp |
Abilities:
Every player character has 5 abilities which can be used to describe actions in game. When a player needs to take an action roll, they can use the appropiate ability score to give them an advantage on the roll.- Brute (B): Good at hitting things, feats of strength, breaking down doors
- Skulk (S): Good at sneaking, aiming, balancing, dodging, climbing, jumping
- Erudite (E): Good at reading, perception, speaking, remembering
- Magic (M): Good at casting spells, enchanting items, detecting magic
- Defence (D): Good at absorbing damage, resisting poison, resisting mind tricks
Conditions:
Conditions are affects given to the player, usually through combat, that affects the player during play.- Bleed: -1HP for 3 rounds or until healed
- Blind: Disadvantage on sight based actions
- Burn: -2HP per round until healed
- Charm: Unable to attack the person/creature that charmed you
- Deafen: Disadvantage on all hearing based actions
- Freeze: -1HP & unable to move for 2 rounds or until healed
- Frigthen: Disadvantage on all actions & unable to attack the source of fear
- Luck/Bad Luck: Advantage or disadvantage on all actions
- Paralyse: Unable to take actions for 2 rounds or until healed
- Poison: -1HP & disadvantage on all actions until healed
- Stun: Unable to take action for 1 round
Character Creation
It's really quite simple. Name your character. Choose your race. Every character starts at level 1, with 10 Hit Points (HP), an Inventory Score of 10, 1 cantrip spell, 100g in your pocket and 2 ability points that can be used anywhere. Along with 5 items of choice. I would suggest a weapon, a piece of equipment, a tool of some description and 2 healing items (rations +3HP) but the choice is upto the player. And keep track of all of this on the TG20 character sheet.Character Creation Race Table
Race | Brute (B) | Skulk (S) | Erudite (E) | Magic (M) | Defence (D) |
---|---|---|---|---|---|
Sorcerer/Necromancer | 0 | 0 | 0 | 1 | 0 |
Minauran | 0 | 0 | 0 | 0 | 1 |
Alum (Elemental) | 0 | 1 | 0 | 0 | 0 |
Djinn | -1 | 0 | 1 | 1 | 0 |
Gillan | 0 | 1 | 1 | 0 | -1 |
Kakorae | 1 | 0 | 0 | -1 | 1 |
Marubell | 1 | 0 | -1 | 0 | 1 |
I love when people do solo adventures. It seems like a good way to flesh out the world. How do you determine the storyline (or what's in each room of the dungeon)?
Thank you for the comment, I tend to have a general theme or goal that I want the story to follow. Then have a few side quest ideas to pull from if I can see them fitting in. Then I usually let dice rolls determine a decision I'm not sure about. As for dungeon designs, its a lot of random table generators to get the basic structure down before fine tuning it to suit character levels or add some interest. All this stuff is constantly being tweaked by me play testing short campaigns and adventures :)
Cool! Thanks for the info!