Block, Dodge, Parry
Version 2Core Mechanic
To resist a sudden danger, roll d20 equal to or under STR, DEX, or WIL; a 1 always passes and a 20 always fails. When a deliberate action's outcome is in doubt, the Warden checks Time, Gear, and Skill. A character with all three succeeds without a roll, and one with one or none fails. With two of the three, roll d6: 4–6 succeeds, 2–3 succeeds at a cost, and 1 fails. Attacks have no hit roll: the weapon die minus Armor reduces HP, and leftover damage reduces STR and triggers a Critical Damage Save.
Best For
Groups who want old-school dungeon and wilderness expeditions with gear-driven fights and characters built from past careers rather than classes. Suits campaigns with downtime in settlements, where characters seek out trainers and new skills between adventures.
Highlights
Defensive reactions depend on gear: a character's weapon and armor determine whether they can block or dodge an attack and whether doing so costs Fatigue. New skills come from using them, training with a teacher found in play, or studying books, so advancement follows goals the characters pursue in the world. Arcane casters choose how many Magic Dice to invest in a spell, and duplicate results risk Arcane Feedback that damages the caster.
Considerations
Whether a deliberate action needs a roll depends on the Warden judging Time, Gear, and Skill, rather than on fixed difficulty numbers. Fatigue and wounds fill the same ten inventory slots as gear, and a full inventory leaves a character at 0 HP. Raising HP and ability scores normally requires paid training during downtime, so campaigns with little time between adventures see slow character growth.
Third-Party Publishing
The rulebook text and the Version 2 SRD may be copied, adapted, and sold with credit to Lars Huijbregts and Dice Goblin Games. Adapted material must be released under CC BY-SA 4.0. Neither license notice addresses the illustrations, which are credited to Bertdrawsstuff.