|Fan-Made Games: Dragon Warrior 3rd Edition: Rules|
Creating a Player Character
1. Basic Information
a. Ability Increase
a. Hit Points
b. Magic Power
c. Attack Dice
d. Attack Power
b. House of Healing
4. Adventure Creation
DescriptionThe game is basically an interactive fanfiction. Someone makes up a fantasy story and one or more other people control characters in the story. There are some rules to add realism and strategy (some choices are better than others), often by dice rolls. For example what happens when you attack is determined by how good you are at fighting, your weapon, the enemy's armor, and a dice roll, instead of just the storyteller or the person controlling their character who wants to attack saying how effective the attack is.
This is a role playing game like Dungeons and Dragons or any other Role Playing Games. Role playing games, like this were not originally video games.
To play you need at two or more people and up to 4 regular six-sided dice* (4d6) per player. One person is the storyteller and the rest are players who role play a specific player character (PC) each.
The storyteller designs a quest with all the maps, charts, encounters, and statistics needed to be played. The storyteller needs to think about how the adventure should start, how to introduce the player characters, and how to motivate the player characters. The storyteller describes the scenery, guides the characters through the quest, and controls all non-player characters (NPCs) such as monsters, townsfolk, and mercenaries.
The players design their own player characters including their name, age, gender, job, and backgrounds. After, during the quest the players control their characters (talk for them, describe their actions, etc.)
*Note: dice are abbreviated d6. 4d6 would be four six-sided dice.
Creating a Player CharacterA player characters is any adventurer and monster controlled by a player. When creating characters you may skip any steps except ones that are essential including its ability scores, HP, and MP. All of these steps are recommended for any character or monster contolled by a player, but may be applied to NPCs as well.
Basic InformationFirst decide your character's name, age, gender, and appearence (eye, hair, ht., wt.) This information on the character is made up by the player without dice rolls, but should be realistic.
Character BackgroundThen create the character's background. The background of the character is essential to understand and create a well-developed personality for a character. This can help decide upon the character's actions. Background should explain why the character became an adventurer. Characters could be anything from bored royalty to escaped prisoners of the Dragonlord.
Character JobsThe character's job is what determine's the character's specialization in abilities and skills.
Fighter - Fighters are eastern martial artists who can't use weapons, but has particularly high agility and vitality.
Pilgrim - Also called priests. Pilgrims learn some defensive magic, and fight, but don't use as heavy armor or weapons as soldiers.
Soldier - Also called warriors. Soldiers are great in hand to hand combat, and use heavy weapons and armor.
Wizard - Wizards are powerful spell casters, but weak fighters. Wizards learn lots of offensive magic.
Hero - Heros are almost as good fighters as warriors in combat, and learn a little magic in all areas.
AbilitiesThere are 4 abilities: strength, agility, vitality, and IQ. These effect the character's other attributes. Abilities increase with levels. Each job gains in abilities at different rates and starts with a different amount of each ability. See the starting Ability Score Table below to see what ability score each job starts with.
Starting Ability Score Table
Ability Increase - Ability Dice determines the amount each ability increases per level. Ability dice increase every so many levels. (Look at the Ability Dice Table below). You roll an amount of dice equal to your character's ability dice whenever the character gains a level (and when it is created). Every roll that is successful (rolls the number given on the Ability Increase Table or above) is 1 point added to that ability.
Do not add the total of all the dice together! For every die rolled the ability can only increase a maximum of 1 point. For example soldiers require a 4 or greater on each die to raise their strength by 1 point. At level 1 you would roll one die. If you rolled a 4 or greater, then the soldier gains a bonus for his or her strength.
Ability Dice Table
Ability Increase Table
Strength - The character's ability to damage the enemy without a weapon.
Agility - The character's speed and accuracy. Agility affects the character's defense (half the character's agility is added to its defense), and increases its movement.
Vitality - The endurance of the character. Vitality is added to a character's hit points every level.
IQ - The intelligence of the character. Spell casting characters need intelligence to cast spells. IQ determines when new spells are learned, and how much magic power is gained every level. See the Spell Table to determine when spells are gained and what they do.
AttributesThere are non-ability attributes are what are usually used during the actual quests.
Hit Points (HP) - A character's life. Once a character recieves as much damage or more as its HP, then the character is dead. Characters start with 10 hit points and the bonus given per level. Characters also gain 1d6 + vitality HP for every level gained.
Magic Power (MP) - The strength a character has for casting spells. To cast spells a character must spend the amount of MP that the spell requires. Characters may not spend more MP than they have. Pilgrims and wizards start with 10 hit points + their IQ and gain 1d6 + IQ -3 MP for every level gained. The hero doesn't start with any hit points, but gains MP in the same way every level gained starting after it gets 2 or more IQ.
Attack Dice - The amount of dice you roll for damage determined by job and level. You can figure out a character's attack dice by the Attack Dice Per Level Table below.
Attack Dice Per Level Table
Attack Power - Character's attack power is the amount of damage dealt by a criticle hit. The character's attack power is its "attack dice" and bonus damage. Bonus damage is 1/2 the character's strength + its bonus given by the weapon.
Defense - Character's protection against attack. Defense is the total given by adding half the character's agility to the character's armor. Defense is the amount reduced from damage.
Movement - Movement is determined by a character's agility. A character's movement is used primarily for strategy if playing with tabletop minatures. Movement is the amount of inches or spaces a character can move each turn. See the Movement Table below to determine a character's movement.
Gold - All characters start with 120 gold at first level. If the character starts at a higher level use the Starting Gold Table below.
DamageTo deal damage roll an amount of dice equal to its "attack dice" and add the bonus. If two or more dice rolled 6's then it is a criticle hit and the damage is not reduced by the enemy's defense. Otherwise subtract the enemy's defense from the total. The number left is the amount of damage dealt. The minimum damage possible to deal is 1 per die that rolled a 4 or over.
LevelLevel represents a character's improvement by experience. Characters gain a level once they gain the amount of experience required to gain to the next level (determined by level and job.) Look at the Experience Table below to know how much a character needs to gain to the next level.
Basically the chart was made by referring to the fighter's experience. Pilgrims need 20% more, soldiers need 40%, wizards need 60%, and heroes need 100% more experience than fighters to gain levels.
Whenever a character gains a level it gains more HP, (sometimes) MP and spells, strength, agility, vitality, and IQ. The amount of HP gained is 1d6 + vitality. The amount of MP gained is 1d6 + IQ -3, but only for wizards, priests, and sometimes heroes. The amount abilities increase is determined by the Ability Increase table.
SpellsSpells are aquired by wizards, pilgrims, and heroes when the character gets the required IQ or over. Use the Spell Tables below to know when spells are gained, the amount of MP they use, and their effect. Note that the use of the term character on the Spell Tables merely refers to all non-monster PC and NPCs. Casting a spell takes the same amont of time as an attack. In order to cast a spell the character must spend an amount of MP that the specific spell requires. Heroes gain both Pilgrim and Wizard spells.
Pilgrim Spell Table
Wizard Spell Table
TownsTowns are useful to heal at inns, revive lost heroes, and buy equipment.
Inns - Inns recover the HP and MP to full of a character overnight. Early towns are less expensive than later towns. First towns (like Brecconary) should cost about 2 gold. Use the Inn Price Table below to determine inn prices of Alefgardian towns.
Inn Price Table
House of Healing - Town priests can revive and decurse characters. Decursing costs 10 gold. Revival of dead characters costs an amount related to the character's level. Use the Cost of Revival Table below to determine how much it would cost.
Cost of Revival Table
Equipment - Before the adventure begins characters should have a chance to buy equipment. Either the storyteller should make up where certain things are sold, or check at the Dragon's Den. They are usually sold in weapon, armor, and item shops. Each character may only use one weapon, one shield, and one pair of body armor at a time. Use the tables below for information on various equipment.
Note that Magic Armor and Erdrick's Armor have abilities. Using either one heals you 1 point per step. Erdrick's Armor also illuminates caves and gives resistance to barriers.
MonstersMonsters are the common enemies of the PC's. Use the Monster Attributes Table to know how well a monster can fight cast spells, etc.
If a monster has spells you may roll a die to see what it does during battle: 1-3 = attack, 4-6 = cast a spell.
|Drakeema||2d6+5||16||38||4||11||20||Hurt, Heal (12MP)|
|Warlock||2d6+8||14||48||5||13||35||Hurt, Sleep (16MP)|
|Metal Slime||1d6+2||126||4||8||115||6||Hurt (16MP)|
|Specter||2d6+14||20||72||5||18||70||Hurt, Sleep (16MP)|
|Drollmagi||2d6+18||26||85||4||22||90||Hurt, Heal, Stopspell (16MP)|
|Wraith Knight||2d6+26||28||100||5||28||120||Heal (20MP)|
|Magiwyvern||3d6+30||32||145||4||34||140||Firebreath, Sleep (12MP)|
|Demon Knight||3d6+31||30||135||8||37||150||Magic Resistant, Hurt, Sleep (12MP)|
|Starwyvern||3d6+34||36||160||6||43||160||Firebreath, Healmore (30MP)|
|Axe Knight||3d6+38||36||170||8||54||165||Sleep, Stopspell (16MP)|
|Armored Knight||3d6+44||36||200||6||70||140||Sleep, Stopspell, Healmore (40MP)|
|Red Dragon||4d6+48||40||210||8||100||140||Magic Resistant, Firebreath, Sleep (12MP)|
|Dragonlord1||4d6+33||38||200||8||200||0||Magic Resistant, Healmore, Hurtmore||Dragonlord2||4d6+58||40||335||8||2000||5000||Magic Resistant, Firebreath +40|
BattleDuring battle every character gets one action. The character can move then attack, cast a spell, or use an item/ability.
If you use minatures to represent the characters, they may also move their movement in inches before their action, or skip their action to move an additional inch. Characters may only attack adjacent characters, but may use items or cast spells on any character without an obsticle or character blocking the view.
If your not using minatures and a character wants to escape, roll a die and add the number to the character's movement. If you roll over the total of the fastest enemy's movement +4 the character successfully runs away.
After battle is over, if the heroes did not run away, then they gain the XP that the monsters who were killed were worth (according to the monster chart). Experience is divided to all the heroes (If 3 XP is gained for 3 heroes, then each hero gains 1 XP. Characters who have the amount of XP or more given on the Experience Table for their class for a certain level, then they gain a level and gain the appropriate bonuses.
Adventure CreationBefore the game begins the Storyteller should write an outline of events that will or could happen during the adventure. That can include maps and information on locations. Here are some tips: