Gold & Goblins



Player Rules

Here you will learn how to play the game.

Index:

Rolling and Checks:

Rolling is used to perform a Check on the outcome of a decision or event that has an unpredictable result. It’s up to the GM to decide when a player needs to roll but as an example, you typically wouldn’t be asked to roll to walk up normal stairs. However the GM might ask you to roll if walking up creaky crumbling stairs as the outcome is uncertain.

Let's say the player on these dilapidated stairs steps on a loose board and their foot falls through so they have to scramble to avoid plummeting to their death. If the player wants to try to grab the railing, the GM could ask for a Dexterity Check. The player would then roll a d20, put their roll in the Dexterity module, and tell the GM their total. The GM would have a minimum number in mind that the player’s total must meet in order to pass and save themselves, otherwise they fail the check and plummet.

Checks typically don't involve weapons in the total. Combat will be covered in a later section.

Checks Total Requirements:

  • Easy: 5+
  • Typical: 10+
  • Challenging: 20+
  • Difficult: 30+
  • Very Difficult: 40+

These can be used for extremely challenging actions.

  • Heroic: 50+
  • Legendary: 60+
  • Mythical: 80+
  • Godly: 100+

Critical Rolls:

Anytime the player rolls and lands on 20, their Skill and Stat both increase +1 that was used for that roll and the best case scenario will happen from your attempted action, this is a Critical Success. Rolling a 1 on the other hand is a Critical Failure and the worst case scenario will happen, but no skill point loss.

Combat Turns:

When starting a combat encounter, all player roll initiative by rolling a d20, nothing is added to this.

Action Phase:

Players get a major action and a minor action. A major action is anything that does damage or has a substantial effect on the battlefield. A minor action is anything small and nondamaging. Movement is also considered a minor action. Major and minor actions can be performed in any order. A player can choose to not take their major action and instead have a total of two minor actions in their Action Phase.

Defense Phase:

Players have 2 options when being attacked, Dodge or Block. Dodging avoids all damage upon a success and is dependent on the attack damage of the opponent. Blocking reduces damage taken.

If you roll a 20 while dodging or blocking you get to counter attack, meaning you can perform one major action to damage the opponent. As long as you don’t roll a 1, then you take 0 damage.