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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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Indie Creator Submitted

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.

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.

Diced20
System FamilyStandalone
PublisherRanger Games Publishing
Year2014
ComplexityHow much there is to learn
Very High

The core check is a single d20 roll against a stated difficulty, so ordinary actions resolve quickly. The depth sits in character creation, where ten rolled attributes drive several pages of derived statistics. Magic and superhuman powers are built from parts, while psionics advance as ranked abilities. A group has to hold most of that at once, and a Game Master adds monster construction and mass combat on top.

AvailabilityHow you get the rules
  • Free to tryNothing freeNo free rules or starter
  • Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
  • ✓IndexFind any rule by page number
  • ✓GM guidanceA chapter on how to run the game
  • ✓Examples of playRules shown in action at the table
  • ✓Quick referenceCheat sheet or summary tables
  • –Cross-referencesRules rarely point to each other by page

4 of 5 book tools found in the core book

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.

Rules license All Rights Reserved

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