dB/dX²
A downloadable game
This highly derivative work is an effort to “boil down” the core rules of a well-known adventure game into a somewhat more free-form system. Its guiding principles include:
- Minimise cognitive load for the referee: rules and procedures must be easy to follow and (ideally) internalise.
- Consider the practicalities of limited table space and player time.
- Support the referee’s impartiality, especially when character death is on the line (e.g., combat and survival situations).
- Enable the referee free to discover the world alongside the players and keep prep to a minimum (i.e., “play to find out what happens”).
- XP ∴ treasure ∴ exploration ∴ movement ∴ encumbrance is important!
- Accurate records are important ∴ streamline record-keeping.
Many people have made similar attempts on various occasions, but shut up I need to do this!
Format
The main PDF is 32 pages, including the cover, using two-page spreads whenever possible for related information. It's A4 size, but I usually print it "booklet" style so individual pages are A5, which I think is quite readable. The second half of the document is mostly tables.
The character sheet fits A4 or ANSI A (US Letter) paper and is intended to be folded into quarters, with the most immediately important information in the top left quarter. Unfold the left half to for information needed for combat/survival situation.
Key features
This work is intended to be broadly compatible with B/X, with the following primary differences.
- Classless: player characters are first and foremost adventurers.
- Silver standard with some simplifications to prices and treasure types.
- Ability scores map directly to combat stats and can improve when levelling up in a manner similar to the GLOG.
- Intelligence is everyone's “prime requisite” as it determines next level XP.
- Hit points are sustained rather than spent (reduces eraser smudging).
- Hit dice function in a manner similar to DURF.
- PCs check morale just like NPCs, yet player agency is preserved.
- Combat emphasises movement rates: “quick” and “slow” actions mesh with “theatre of the mind” positioning.
- Slot-based inventory tracking synergises with B/X basic encumbrance.
- The hex crawl procedure uses a bag of coloured dice to determine what happens each watch of each day.
- The party's group movement rate impacts hazard die roles when delving.
- A "catch-all" mechanic helps to adjudicate anything not covered by more specific rules, with clear applications made to surprise, encounter reactions, doors, traps, and so on.
I compiled this document mainly for personal reference and to facilitate play according to my own (highly opinionated) style. You are welcome to use it as-is, copy it, steal from it, ignore it, revile it, or consign it to the fire, as you see fit.
Updated | 7 days ago |
Published | 10 days ago |
Status | Released |
Category | Physical game |
Author | C P1R8 |
Genre | Adventure |
Tags | Tabletop role-playing game |
Links | Blog |
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