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Welcome to the RPG Solo Dungeon Adventure Game Core Rules.

The purpose of these rules is to provide a simple framework for a solo-playable dungeon crawl using RPGSolo.com as your virtual game master.


Setup RPGSolo

-- Set the genre to "Classic Fantasy".

-- Create three custom lists named: "Corridor", "Open Door", and "Room".

-- Add the following to the "Corridor" list:
Quote:Attacked by NPC
Attacked by opposition
Continues straight
Continues straight
Continues straight
Continues straight
Corridor comes to a T
Corridor dead-ends at a door
Corridor emerges into chamber no door
Corridor splits at a Y
Corridor turns left 45 degrees
Corridor turns left 90 degrees
Corridor turns right 45 degrees
Corridor turns right 90 degrees
Dead end
Door on left side corridor continues
Door on right side corridor continues
Four-way intersection
Side passage on left corridor continues
Side passage on right corridor continues
Stairs Corridor ends
Stairs on left side Corridor continues
Stairs on right side Corridor continues

-- Add the following to the "Open Door" list:
Quote:Corridor straight ahead
Corridor straight ahead
Corridor straight ahead
Corridor straight ahead
Corridor turns left
Corridor turns right
Fake door with trap
Parallel corridor extending in each direction
Room
Room
Stairs

-- Add the following to the "Room" list:
Quote:Cavern extra large roughly 65 to 80 ft across
Cavern large roughly 45 to 60 ft across
Cavern medium roughly 30 to 40 ft across
Circular roughly 30 ft
Circular roughly 40 ft
Circular roughly 50 ft
Odd shape large roughly 45 to 60 ft across
Odd shape large roughly 45 to 60 ft across
Odd shape medium roughly 30 to 40 ft across
Odd shape medium roughly 30 to 40 ft across
Odd shape small roughly 20 to 25 ft across
Odd shape small roughly 20 to 25 ft across
Rectangle 20 to 30 ft
Rectangle 20 to 30 ft
Rectangle 25 to 40 ft
Rectangle 25 to 40 ft
Rectangle 30 to 50 ft
Rectangle 30 to 50 ft
Square 20 ft
Square 20 ft
Square 25 ft
Square 25 ft
Square 30 ft
Square 30 ft

Create a Character

-- Open the notepad by clicking the note icon in the upper right-hand corner.

-- Paste in the following:

Quote:Name:
Health: 10
Initiative: 0
Attack: 0
Defense: 0
RPI: 10
XP: 0
Avoid traps: 0
Gold: 0
Silver: 0
Weapon: Dagger
Armor:
---------------------------
Dungeon Level: 0
---------------------------
Things:
---------------------------
Opponent's
Health:
Initiative:
Attack:
Defense:
RPI:

-- Give yourself a name if you want.

-- RPI: This is your "Relative Power Index".  It is the sum of your Health + Initiative + Attack + Defense.

-- Click "Save Story"!

The Rules

-- When you want to go through a door click the "Open Door" button.

-- When you want to go down a corridor click the "Corridor" button.

-- When you want to enter a room click the "Room" button.

-- You will start at the door to the dungeon so your first button click is the "Open Door" button.

-- When you are told you are attacked by an NPC or an Opponent, click the appropriate button "Get NPC" or "Opponent".

-- All stairs only go down.

-- Every 10 levels is a portal back to the surface.  On the surface you can visit the following:

Quote:Apothecary: Will heal 1 point per 10 gold.
Alchemist: Will allow access to transmuter for a price. (See Transmuter section for details.)
Wizard's tower: For 10 gold will send you back to the level you were on.  If you cannot afford this then you must start at the first dungeon level again so be sure that you have at least 10 gold left over.


When entering a room

-- Click "Roll Fudge" to determine the contents

Quote:4 = Room contains a chest
3 = Room contains an Opponent and a chest
2 = Room contains 2 Opponents and a chest
1 = Room contains an Opponent
0 = Room contains 2 Opponents
-1 = Room is empty
-2 = Room is empty
-3 = Room is empty
-4 = Room's floor gave way.  You are one level lower.

-- You may roll for chest contents only when there are no opponents near by.  

Notes:
1. For quantity of silver or gold, click "Roll Fudge" and make any negatives a positive.
2. For what the thing is, click "Get Thing" and then see section on how to determine a thing's worth.

Quote:4 = Chest contains a thing
3 = Chest contains gold + dungeon level x 2
2 = Chest contains gold
1 = Chest contains silver + dungeon level x 2
0 = Chest contains silver
-1 = Chest is empty
-2 = Chest is empty
-3 = Chest is empty
-4 = Chest is empty and trapped

-- Check to see if room has more than one exit.  Click "Roll Fudge".

- Number of exits:
Quote:1 or less = 1 exit
2 = 2 exits
3 = 3 exits
4 = 4 exits

When going down stairs

-- After you go down stairs do the following:

1. Add 1 to your dungeon level stat.
2. Click the "Get Card" button (it has the club symbol on it).  If you get a Jack, Queen, King, or Ace that mean you found a transmuter. See chart for transmuter details.
3. Click the "Corridor" button.

Notes:
- If you are on a level ending in 0 there is a portal to the surface.  See the "Rules" section above regarding portals.

Combat

1. Determine opponent's stats.

How to determine opponent's stats:

Health = Your health + Dungeon level + "Roll Fudge"
Initiative = Dungeon level + "Roll Fudge"
Attack = Dungeon level + "Roll Fudge"
Defense = Dungeon level + "Roll Fudge"
RPI = Health + Initiative + Attack + Defense

2. Determine who attacks first (initiative).  "Roll Fudge" + your initiative - opponent's initiative:
Quote:1 or greater = You go first.
0 = If 2 opponents then opponents go first else neither got the upper hand this round so roll again.
-1 or less = Opponent goes first.

3. Attack!

-- When you're attacking: "Roll Fudge" + your Attack - opponent's Defense.  0 or less is a miss and 1 or greater is a hit.  For damage take this value + your Attack + Damage bonus (see Thing Strength Chart below).

-- When opponent attacking: "Roll Fudge" + opponent's Attack - your Defense.  0 or less is a miss and 1 or greater is a hit.  For damage take this value + opponent's Attack.

4. Run Away!

-- If you have to run away the opponent gets one last attack on you.  

5. Rewards!

-- If you defeat your opponent you get XP (Experience Points).  You do not get XP if you run away or you are dead (duh).

-- Calculating experience points.  Experience points = Opponent RPI - Your RPI.  Ignore values less than 1.  Add any positive value to your existing XP.

-- If you beat your opponent(s) you can check their bodies for loot.  To check for loot use the below chart.

Quote:4 = Has something
3 = Has gold + dungeon level x 2
2 = Has gold
1 = Has silver + dungeon level x 2
0 = Has silver
-1 or less = Nothing of value

Chart Notes:
1. For quantity of silver or gold, click "Roll Fudge" and make any negatives a positive.
2. For what the something is, click "Get Thing" and then see section on how to determine a thing's worth.

Using Things

Any things having a quality below the quality of average is useless.  The list below shows the strength of an average thing.  An average thing either adds or subtracts 1 point to or from the target whether a stat or an opponent.  For things above average see the "Thing Strength Chart" below for the modifier.

These things add modifier as long as in your possession:
- Bow and arrow:  Adds to initiative.
- Weapon: Adds to damage (not stackable).
- Armor: Adds to defense (not stackable on same body location).
- Ring: When rolling to see if ring is magical, add +1 to the roll.
- Necklace: When rolling to see if necklace is magical, add +1 to the roll.

Below things are one time use:
- Potion: Use "Effects" table below.
- Scroll: Use "Effects" table below.
- Herbs: Use "Effects" table below.
- Food: Adds to health.
- Poison: Adds to damage.
- Key: Add plus one to initiative when entering room.
- Rope: Add plus one to avoid trap.
- Paper with quill and ink: Chance to makes a scroll. "Roll Fudge" and 1 or greater = success.
- Book: Number of effects contained in the book = "Roll Fudge" - 1.  0 or less means blank book.
- Book with quill and ink: 3 chances to makes an effect. "Roll Fudge" and 1 or greater = success.

Notes:
- Each time you use a paper or quill and ink the items are destroyed (on success or failure).
- Once the book has been used 3 times it is destroyed (on success or failure).

-- Effects
Quote:4 = Damage
3 = Defense
2 = Attack
1 = Initiative
0 = Health
-1 = Initiative
-2 = Attack
-3 = Defense
-4 = Avoid traps

Notes:
- When you use a one-time-use effect you must "Roll Fudge" for chance of failure.  A roll of -4 is failure.

-- Thing Strength Chart
Quote:Above average = +1
High quality = +2
Very high quality = +3
Superb = +4
Excellent = +5
Exquisite = +6
One of a kind = +7

Notes
- When finding arrows click "Roll Fudge" for quantity found and keep track of arrows used.

How to determine a thing's worth

-- Anything lower than average is worthless.

-- For any average item (description has no qualifier) click "Roll Fudge" and make any negatives a positive. This is it's worth in gold.

-- If above average use this chart for it's worth in gold:

Quote:Click "Roll Fudge", ignore negative, multiply results
Above average = x2
High quality = x3
Very high quality = x4
Superb = x5
Excellent = x6
Exquisite = x7
One of a kind = x8

-- Determine if an item is magical: "Roll Fudge" of 4 = magic item.

Determine Magic Bonus

Quote:4 = +1 Any Attribute
3 = +1 Any Attribute
2 = +1 Any Attribute
1 = +1 Damage
0 = +1 Health
-1 = +1 Initiative
-2 = +1 Attack
-3 = +1 Defense
-4 = +1 Avoid traps

Transmuter

There are two ways you can activate a transmuter: with gold or with XP.

A transmuter can convert 100 gold (or a combination of gold and things equalling 100 gold) into +1 for any stat.

A transmuter can convert XP into any +1 stat at the rate of 10 XP * Dungeon level.  Once XP are used you must subtract them from your XP stat.

-- If the transmuter was found in the dungeon:
This can only be done once per transmuter and once it's done the transmuter is destroyed.  If the transmuter is not used the moment it is found its particles break down due to the mana flux field limitation as postulated in the theory of indefinable wavelets.

-- If the transmuter is being used on the surface:
The cost of using the Alchemist's transmuter starts at 10 gold and doubles each time you use it as he must use very expensive ingredients to prevent the transmuter's particles from breaking down.  Once you go through another portal the price resets to 10 gold again as the particles have had time to stabilize.

Traps

-- See if you avoid the trap:  "Roll Fudge" + your Avoid Traps stat.  1 or more = avoided.

-- For trap damage "Roll Fudge" and subtract that amount from health.
This spot reserved.
Is there a chance of this being implemented into the emulator?
Probably not. Way too much work and also it's too specific a genre. RPGSolo is a tool for any genre or game-play style. I really don't want to shoehorn in something so specific. Some people may not enjoy monsters and dungeons but instead, for example, a more modern and realistic game play.

Thanks for asking though.
Wait, when do corridors have doors at the other end?
(06-08-2013, 03:18 PM)TrollSlayer Wrote: [ -> ]Wait, when do corridors have doors at the other end?

There is this: "Corridor dead-ends at a door". Is that what you mean?
This website, forum, and everything you are doing here is awesome.
(02-06-2017, 11:50 AM)0time Wrote: [ -> ]This website, forum, and everything you are doing here is awesome.

Aww, thank you.
"Corridor" button -> Corridor emerges into chamber no door.

Is "chamber" a "room"? I'm guessing so - otherwise it's the same as "dead end".

Also this happened to me: Went down stairs. Clicked "Corridor". Got "Dead End".

Since stairs are downwards only, I'm stuck. Is this an intended part of the game? Or maybe an additional rule should be added... Something like: If after all corridors, rooms, doors are explored on a level and no stairs are discovered, stairs magically appear.
Sorry, on phone so short answer. Search for secret doors.