Book I · Open Dungeons RPG
Core Guide
Learn in minutes, play tonight.
The whole game in ten pages: the table, the dice, combat, magic and alignment. Start here.
Chapters
- 01 IntroductionWhy Open Dungeons plays fast, and what it refuses to do. 2 min
- 02 The Table: DN, AC & DRWho runs the game, how hard you are to hit, and how armor soaks damage. 1 min
- 03 Abilities & Hit PointsThe six scores, their bonuses, and how much life you have. 1 min
- 04 Save & Chance RollsThe two rolls that decide almost everything outside an attack. 1 min
- 05 Leveling & ExperienceHow XP is earned and when characters grow. 1 min
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06
CombatTurns, rounds, melee, ranged, dual-wielding and fists.
2 min
Your Turn - Your ActionDual-WieldingMelee Weapon CombatRanged CombatUnarmed Combat
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07
Magic in CombatHow spells hit, how targets resist, and Magic Backlash.
1 min
Dex Quick - dodging stuff you can physically avoidCon Tough - withstanding harm to the bodyWis Mind - resisting influence on thoughts or sensesOngoing effects
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08
AlignmentsThe nine-cell grid for how the world sees races, factions and monsters.
1 min
Optional ReadingFor the WorldTop - Laws and Structure (X-Axis)Side - Treatment of Others (Y-Axis)Alignment Grid