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Dice & Glory

Second Edition
Rules for building your own spells and monsters rather than reading someone else's
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fantasyuniversal
CrunchyToolkitCharacter BuildingSimulationTacticalFreeform MagicSuperhero
✦ Indie Creator Submitted
Languages: English
Diced20
System FamilyStandalone
Cost$
LicenseAll Rights Reserved
PublisherRanger Games Publishing
Year2014
Complexity Very High
Accessibility Medium
Runnability High

Core Mechanic

Dice Check: roll d20 plus a skill modifier (skill rank + attribute + miscellaneous) and meet or beat a difficulty the GM sets. Standard difficulties run from 10 for easy to 35 for impossible. Attack rolls and saving throws use the same d20, though an attack must also beat the target's Agility Class. A natural 20 is a critical success and a natural 1 a critical failure.

Best For

Rules-comfortable groups building a long campaign from scratch, who would rather engineer a spell or a fighting style than choose one from a list.

Highlights

Experience points work as a currency rather than a level track, so an attribute increase and an extra attack come off the same price list. The core book contains no spell list, so a spell is built from its method and effect and then developed with money and time. Knockout points absorb nonlethal damage while weapons bypass them for hit points, so beating an opponent unconscious and killing them are different outcomes.

Considerations

Task resolution switches between high-roll d20 checks and roll-under percentile proficiencies, so two scales run side by side. Spells and superhuman powers are built rather than chosen from a list, so two characters of the same level can differ widely in practical capability. Power scale needs policing: fantasy, superheroic, divine, and modern technology all run on one framework.