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The Elf Game

2nd Edition
A math-light, single-page RPG built to adapt to any setting or story
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universal
Rules-LightBeginner-FriendlyHackableDescending AC
✦ Indie Creator Submitted
Languages: English
Diced20
System FamilyOSR
CostFree
LicensePublic Domain
PublisherS&A Baudelaire
Year2025
Complexity Very Low
Accessibility Very High
Runnability Medium

Core Mechanic

Assign six ability scores rolled on 3d6, then resolve any uncertain action by rolling a D20 and subtracting your adjustments. A result at or under the relevant Ability Score succeeds, and a higher result fails. A natural 1 always succeeds and a natural 20 always fails. Attacks use the same roll-under method, subtracting a Melee or Ranged score and comparing the total to the target's Armor Class.

Best For

Groups who want a free, pick-up-and-play system for a first RPG or a one-shot, especially tables happy to supply their own spells or borrow rules from other old-school games.

Highlights

Ability tests and attacks both roll a D20 under a target number, so players learn a single resolution method and apply it to skills, combat, and saving throws alike. A character picks a class and a stance independently, so Fighter or Tradesman combined with Magical or Mundane yields several distinct builds from a tiny ruleset. Characters advance only from Level 0 to Level 3 by Referee fiat, so there is no experience economy to track.

Considerations

Advancement caps at Level 3, so extended campaigns quickly run out of mechanical growth. Spells are named but never detailed on the rules sheet, so magical characters draw their actual spell effects from the Referee or compatible outside material. Every uncertain action is a single Ability Test with no fixed difficulty tiers, so how hard a task is depends on which ability the Referee calls for rather than a set target number.