General information

Feb 2, 2023 10:24 pm
Character overview:

Name: Sprout Heritage: Treefolk Trade: Farmer/Gardener Player: RAAMtentacles

Name: Garic Heritage: Goblin Trade: Herbalist/Apothecary Player: Psybermagi

Name: Jahamu Heritage: Karhu Trade: paw fisher folk Player: tibbius

Name: Vienne Heritage: Human Trade: Tavernkeepers Player: Miss_Sadie

Name: Josiah Heritage: Human Trade: Blacksmith Player: Harrigan

Name: Gale. Heritage: Fey Trade: Hunter Player: GeneralET

Name: Foldrat Heritage: Dwarf Trade: Farming Player: Bosko_b
Feb 5, 2023 12:47 pm
General rules:
In order to succeed in a complex task in TinyDungeon you roll a test which is usually a roll of 2d6. If any of the die roll a 5 or 6 you are successful.
Sometimes the conditions for the test are favorable. In this case you roll with advantage which means that you roll 3d6
If the conditions are unfavorable you roll with disadvantage which means that you only roll 1d6

In combat you roll with advantage if you fight with your mastered weapon, you roll normally if you're using a weapon you're proficient in and with disadvantage if you use a weapon you're not proficient in, an improvised weapon or if you are unarmed.
You always do 1 damage unless the rules say otherwise
Mar 16, 2023 7:55 pm
During your turn you have two Actions.
You can choose to move, attack, and generally not be useless with these Actions. If you move, that is one Action. If you attack, that is one Action. You can use both Actions to move, or use both Actions to Attack if you wish. Other Actions include sheathing or unsheathing a weapon, grabbing an item, and giving an item to an ally

Attacking is just another type of Test, and the Obstacle is your enemy. Usually, you’re going to be using the weapon you have Mastered to attack. Any weapon type you have Mastered allows you to roll an Attack Test with Advantage, or 3d6. If you are simply Proficient with the weapon you’re wielding, your Attack Test is a standard 2d6 Test. You have Disadvantage for Attack Tests while wielding weapons you are not Proficient with—this includes unarmed combat and improvised weapons. On a successful Attack Test, you deal 1 of point damage to your enemy, regardless of your weapon.

Two special Actions you can perform in Combat are Focus and Evade.
When you choose to Focus, the next time you attack, your Test is successful on a roll of 4, 5, or 6, increasing your chances of hitting the enemy. Your Focus Action remains in effect until you choose to attack or until the end of combat, so the Action can carry over to other turns. There is no benefit to stacking Focus Actions.

When you choose to Evade, until the start of your next turn, you can Test 1d6 when you are successfully hit by an enemy. If your Test is successful, you evade the attack and do not take damage.


Zones rule
In combat, characters occupy one of three zones. Zones represent
areas close to the fight. There are three zones during combat: Close,
Near, and Far. A move action can move you from any to any zone you like
In each zone you can attack with different weapons:
In the Close Zone, you can attack with:
• Light Melee • Heavy Melee
In the Near Zone, you can attack with:
• Heavy Melee • Ranged
In the Far Zone, you can attack with:
• Ranged
Magic Attacks or Spells can be used from any Zone.

You do not have permission to post in this thread.