DAGGER RULES
DAGGER: RPG TOOLKIT FOR GAMING WITH KIDS Dagger: RPG Toolkit for Gaming with Kids, Revised Edition, Copyright 2017 Brave Halfling Publishing. Written by John Adams. Edited by Cameron Dubeers. The first edition of Dagger was written by Jimm Johnson with John Adams and was edited by Colin Chapman with Mitch Williams. Permission granted for printing for non-commercial use.
INTRODUCTION Dagger is a simple toolkit for fantasy gaming with kids. It is all about making gaming with young children quick and easy for you while fun and exciting for them. The bottom line is Dagger is all about everyone having fun gaming together. All you need to play Dagger is one 6-sided dice, paper, pencils, and a whole bunch of imagination. An adult or older sibling runs the game as the Game Master and the kids play as the Heroes.
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Wizard’s Roll: • • • •
2 (natural, no bonuses or penalties) A Misfire (spell fumble). 3 - 7 The spell is not cast (does not work). 8 - 11 The spell is cast normally and lasts one dice of turns or doing one dice of effect). 12+ The Spell is cast and lasts for two dice turns or doing two dice of effect.
Charm - This spell causes an opponent failing a Saving Throw to come under the control of the Wizard, be stuck in a magical web, or fall asleep for one dice of Turns. A roll of 12+ causes the spells effects to last two dice turns. Healing - This spell restores one dice worth of Hit Points or frees a Hero from being afraid, stunned, charmed, throwing up, paralyzed, poisoned, etc. A roll of 12+ causes two dice of healing or effects one two targets. At the Game Master’s Discretion, a roll of 10+ will bring a Hero back to life.
HEROES
Magic Blast - This spell causes some kind of magical force (fire, cold, purple ray, etc) to hit an opponent for one dice of damage. A roll of 12+ causes two dice of damage.
To create a Hero, choose a Character Class and make up a name. Then write it down along with the Hero’s equipment and Armor Class on a character sheet, index card or a blank sheet of paper. All Heroes have a Saving Throw of 8 and begin with 15 Hit Points.
Protection - This spell causes a protective, magical force to surround the caster (or target) and grants a +2 to their Armor Class and Saving Throws for one dice of Turns. A roll of 12+ can either grant a +4 bonus to the target or a +2 bonus to all allies within a 4 square (20ft) area.
A Knight can make two attacks every round with any weapon. Knights begin play with chain armor, shield, sword, and torch. They have a Move of 6 squares (30ft).
CREATING NEW HERO CLASSES:
A Wizard can cast magical spells and use magical devices. Wizards begin play with a staff and torch. They have a Move of 6 squares (30ft). A Dwarf automatically finds hidden treasure while searching. They also have Advantage on Saving Throws versus magic or poison. A Dwarf begins play with chain armor, axe, and crossbow. They have a Move of 5 squares (25ft). An Elf automatically finds secret doors, passages and traps while searching. They also have Advantage on Saving Throws versus magic or being charmed. An Elf begins play with scale armor, bow and arrows, and torch. They have a Move of 6 squares (30ft). A Halfling has Advantage on all Saving Throws and when trying to hide. A Halfling begins play with leather armor, a short sword, and a sling. They have a Move of 5 squares (25ft).
SPELLS Players should be encouraged to use their imagination in creating and casting spells. They should describe for the Game Master what the spell looks like and what it does. What follows is a simple chart and four sample spells Game Masters can use as a guide for creating and casting spells.
Years of play testing suggest most young children want to create a new Hero each time they game. You should let them! Kids love to spend time before and after gaming sessions designing their own unique Heroes. I think they get as much fun out of it as playing their Heroes! When creating a new Hero, keep two things in mind. First, base each new Hero off one of the five standard Heroes already offered in Dagger. Second, make sure each special or unique ability for these new Heroes is no more powerful than the abilities a standard Hero already possesses. For example, let a halfdragon fly but only as fast and as far as regular Hero can normally walk. In the same way, a tiefling could use a blow gun (or freezing ray, blast of fire, etc.), but it attacks and does damage just like a bow and arrow. These simple guidelines will enable kids to take ownership of the game and help keep things fair in the eyes of the players, which is very important to them!
GLOSSARY AND THE RULES FOR PLAY Action Check – Action Checks are the core mechanic used in Dagger for Attacking, Saving Throws, and Spellcasting. A Player or Game Master rolls two dice for their Hero or Monster and checks the result again a Target Number (TN). If the roll meets or exceeds the Target Number (TN), the Action Check succeeds. If it does not, it fails. Actions Checks may be modified by Advantage or Disadvantage.
DAGGER RULES
Advantage and Disadvantage – Whenever the Game Master feels like a Hero or Monster has an edge or upper hand in a situation, they can declare the Hero or Monster has Advantage. If they feel a Hero or Monster has drawback or weakness in a situation, they can declare the Hero or Monster has Disadvantage. Next, the Player or Game Master makes two rolls instead of one for their Hero or the Monster. If they have Advantage, the roll with the highest total is used. If they have Disadvantage, the roll with the lowest total is used. Armor Class (AC) – Armor Class is the Target Number needed by an attacker to roll or exceed to successfully hit their opponent. Unarmored Heroes have a base Armor Class or 7. Armor worn by a Hero adds to their base Armor Class. For example, a Hero wearing chain armor has an Armor Class of 9. A Hero wearing plate armor and carrying a shield would have an Armor Class of 11. Magical Armor adds the normal bonus PLUS the magical bonus to a Hero’s Armor Class. Monsters have their Armor Class listed in their description. Only one type of armor plus a shield may be worn at the same time. • • • • •
No Armor – AC 7 (Base AC) Leather Armor – AC 8 (+1 Bonus to Base AC) Chain or Scale Armor – AC 9 (+2 Bonus to Base AC) Plate Armor – AC 10 (+3 Bonus to Base AC) Shield – (+1 Bonus to AC)
Dice – Dagger uses only six-sided dice. These are just like the ones that can be found in most family board games or purchased at bookstores, game and convenience stores. Attacking – This is the Action Check that Heroes and Monsters use to attack their enemies. The Target Number to succeed at an attack is the opponent’s Armor Class. Damage (DMG) – Damage is the number of points rolled when a Hero or Monster succeeds in hitting their opponent. All normal Hero weapons do one dice of damage and magical weapons add a bonus to the damage roll. For example, a magical sword +1 does one dice +1 damage. Monsters do the damage listed in their description. Hit Dice (HD) – These are the number of dice that are rolled to determine how many hit points a Monster will have. It is also a measure of how dangerous a Monster might be to a Hero. Hit Points (HP) – Hit Points represent the overall health and toughness of a Hero or Monster. When a Hero or Monster takes damage, the points are removed from their Hit Points. When a Hero’s Hit Points are reduced to 0 or less, they fall unconscious and may be dying. If the player succeeds at a Saving Throw, or if by the next turn another Hero tends to their wounds or casts a healing spell upon them, the Hero is stabilized with 1 hit point. If the attempt to save the Hero fails, a Healing spell with a Target Number of 10 or other powerful magic will bring the Hero back to life. A good Game
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Master for children will provide more than one way in an adventure for a Hero to return to life. When a Monster’s Hit Points fall to 0 or less, the Monster dies. How Heroes Get Better in Dagger – Instead of a system of increasing levels, Dagger offers a simpler and faster way for Heroes to progress in their abilities. Game Master should: • •
Reward each Hero surviving an adventure by granting them one dice more of Hit Points to their total. Stock adventure locations with magical items and be creative in utilizing these magic items in ways that increase a Hero’s abilities.
For example, a Knight finding and using a +1 sword will then be +1 to hit and damage. A Wizard finding and using a +2 staff will be +2 at casting spells and +2 with the effects or damage of the spell. Magic items increasing a Hero’s Armor Class also provide the same magical bonus to saving throws. For example, +2 chain armor gives a Hero an additional magical bonus of +2 to their Armor Class AND Saving Throws. Most magical bonuses should be limited to +1 or +2, since only the most powerful and legendary artifacts provide a bonus as high as +3. Initiative and Surprise – When combat is about to occur between Heroes and Monsters, the Game Master determines if one side is surprised by the other. If one side is surprised, their opponents receive one free Turn before the other side can act. Once the free Turn is over, combat continues as normal with a Player rolling one dice for the party of Heroes and the Game Master rolling one dice for the Monsters. The highest roll wins initiative and goes first. Movement (MV or Move) – This is the distance in squares (feet) a Hero or Monster can walk in 1 turn. When miniatures are used (and children really enjoy it when they are), the movement rate for all characters is 4 squares (20ft) per turn on a 1 inch grid or other playing surface where 1 square = 5ft. A Hero or Monster with a climbing, crawling, or swimming Movement does so at their listed rate. Those who do not climb, crawl, or swim do so at ½ their listed Move. Resting – Heroes need to take a Short Rest (10 turns/minutes) after each major combat. A Short Rest will restore one dice of Hit Points of damage to a Hero. Heroes need to take a Long Rest (8 hours) each day as well. Taking a Long Rest will restore a Hero to full Hit Points. Heroes may only take one Short Rest after each combat and only one Long Rest each day. Rolling a Natural 2 or 12 on an Action Check – Any time an Action Check comes up with a score of 2 or 12 (not adding in any bonuses) something special happens. When a Hero or Monster rolls a 2 it indicates they have really messed up; dropping their sword, tripping during a Saving Throw, or got a spell all wrong while casting it. When a Hero or Monster rolls a 12, it indicates they have done very well with their attack, ability, or casting a spell. In both cases, it is up to the
DAGGER RULES
Game Master to decide what happens. However, it adds so much more fun to the game if Rolling a 2 ends up making the character do something silly or gross and if roll of 12 enables them to do something powerful and heroic! Dagger provides some simple charts to help Game Masters with these kinds of rolls. Saving Throw (ST) – This is an Action Check representing a Hero or Monster’s attempt to resist or avoid something harmful like the effects or damage of a spell, trap, or a dragon’s fiery breath. A Saving Throw can also be used as an Action Check when a Hero or Monster attempts to do something with a chance of failure or possible harm like jumping over a pit, sneaking past a guard, searching a room for hidden doors, or disabling a trap. All Heroes have a Saving Throw Target Number of 8. Each Monster has its own Saving Throw Target Number listed in its description. Spell Casting – This is the Action Check Wizards use to cast a spell. While all normal spells have a Target Number of 8, some more advanced and powerful spells might have a Target Number of 10 or higher. Time – In normal game play such as adventuring, exploring, and combat; all turns are 1 minute in length. In other situations, it is up to the Game Master to determine the length of a turn. For example, when Heroes are traveling across a sea one turn might equal an entire day.
WHAT CAN YOU DO IN A TURN? Heroes and Monsters can: • • • •
Move their full Move and attack or attempt an action Move twice their Speed Cast a spell, use a magic item, or use an ability Search a 5ft x 5ft (1 square) area for traps, hidden doors, or hidden treasure.
TRAPS AND LOCKS Traps are put in castles and dungeons to keep people and Monsters away from the places where Magic and Treasure are hidden. The people who built a trap know where it is hidden and how it works, but nobody else does. That is why Heroes need to be careful when they are going through places where Monsters and bad guys live. One common type of trap is a pit trap. When one or more Heroes walk over a hidden trap door in the floor, if they are not looking for a trap or do not find it, they fall into a pit under the floor. For each 10ft the Heroes fall, they take one half dice points of damage to their Hit Points. Sometimes pit traps also have sharp spikes at the bottom. This kind of trap does one dice of damage to for every 10ft they fall. Gas traps are another common trap. These are tripped when a Hero steps on or touches a certain block in the floor or wall. When the trap starts, poisonous gas shoots out at the Heroes
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and forms into a cloud staying around for one die of turns. Heroes take one dice of damage each turn until they get out of the gas cloud. The arrow trap shoots one or more arrows at the Heroes, when one of them steps on or touches a certain block in the floor or wall. Each arrow does one dice of damage. Only one arrow shoots into a 5ft square, but up to three arrows might shoot into three different areas when the trap is sprung. There are many other kinds of traps the Game Master may want to create. If detected, traps can be disarmed by any Hero on a successful Action Check. There are times when the Heroes come upon a locked door or treasure chest. Any Hero can pick open a lock by making a successful Action Check.
MONSTERS The reason we have Heroes is because there are dangerous Monsters on the loose! Maybe a group of goblins kidnap a princess right out of her castle at night and are hiding her in a hidden room at the bottom of a dark dungeon. Maybe an evil dragon has been flying out from his mountain cave and burning the crops in the village where the good people live. Or maybe an ancient and evil Wizard has made his tower a home for all kinds of dangerous Monsters, but they have escaped while the Wizard is away, attacking the good people traveling on a nearby road. The possibilities for adventure are endless! Below is a sample list of traditional Monsters that can be the bad guys in your adventures. It is intended for quick reference and does not necessarily include details on a monster's special abilities and attacks. Monster Stat Block: Name: HD = Hit Dice; AC = Armor Class; Atk = Attack and Damage; Move in squares (and in ft); SV = Saving Throw; Special = any special attacks. Basilisk: HD 6; AC 9; Atk +1 Bite (one die); Move 4 squares (20ft) Save 9; Special: Gaze turns Heroes in stone. Saving throw to avoid. Bugbear: HD 3; AC 10; Atk Weapon (one die); Move 30 (6); Save 10; Special: Surprise opponents. Dragon (Adult): HD 9; AC 11; Atk +2 Bite (two dice) and +2 Claws (two dice) and +2 Tail (two dice) or Fiery Breath; Move 8 squares (40ft) / flying 16 squares (80ft); Save 8; Special: Breathe fire in a cone-shape 12 squares (60ft) long and roughly 6 squares (30ft) wide at the base. Damage is the dragon’s current number of Hit Points. A successful Saving Throw cuts that amount in half. Gargoyle: HD 4; AC 9; Atk Claws +1 (one die) and +1 Bite (one die); Move 6 squares (30ft) / flying 12 squares (60ft); Save 9; Special: Gargoyle’s can pretend to be statues and surprise their enemies. Giant: HD 8; AC 9; Atk +1 Giant Club (two dice) or +1 Hurl Boulder (two dice); Move 8 squares (40ft); Save 9.
DAGGER RULES
Goblin: HD 1-1; AC 9; Atk weapon (one die); Move 6 Squares (30ft); Save 10 Special: Disadvantage on all Action Checks while in sunlight. Harpy: HD 3; AC 7; Atk talons (one die); Move 5 squares (20ft) / flying 8 (40ft); Save 10; Special: Harpy Song Charms on failed Saving Throw. Hobgoblin: HD 1+1; AC 10; Atk Weapon (1d6); Move 6 squares (30ft); Save 10. Human, Sergeant-at-Arms: HD 3; AC 9; Atk Weapon (one die); 6 squares (30ft); Save 10. Human, Soldier: HD 1; AC 8; Atk Weapon (one die); Move 6 squares (30ft); Save 10. Kobold: HD 1/2; AC 8; Atk Weapon (1/2 die); Move 6 (30ft); Save 11; Special: Disadvantage on all Action Checks while in sunlight. Lizardfolk: HD 2+1; AC 9; Atk Bite (one die) and Claws (one die) or weapon (one die); Move 6 squares (30ft) / swimming 6 squares (30ft); Save 10. Minotaur: HD 6+4; AC 9; Atk +1 Weapon (two die) ; Move 8 squares (40ft); Save 9.
Attack Bonus: +0 ordinary monster (1/2 - 4 HD) +1 Tough monster (5-8 HD) +2 Epic monster (9+ HD) Damage: Convert damage from 5th Edition into 1/2 die, 1 die, 2 die, etc. Move: Use Monster’s 5th Edition Speed Saving Throw: 11 10 9 8
Rat (Giant): HD 1-1; AC 8; Atk Bite (half die); Move 6 squares (30); Save 16.
TREASURE To randomly determine the treasure for a monster (or group of monsters), roll a die and add the Monster’s Hit Dice, and consult the following table: Roll one dice + Monster’s # of Hit Dice: • • • • •
Troll: HD 6+3; AC 9; Atk +1 Bite plus two +1 Claws (all for one die); Move 6 squares (30ft); Save 9; Special: Regenerate half die of hit points each turn. Trolls must be submerged in acid or burned to truly kill them. Zombie: HD 1; AC 6; Strike (one die); Move 4 squares (20ft); Save 11; Special: Undead Immunity to sleep and charm spells.
Sack of Treasure - • • • •
One dice x 10 Gold Coins
3 in 6 chance of 1 Fancy Stone
2 in 6 chance of 1 Gem
1 in 6 chance of 1 Magic Item
Treasure Chest - • • • • •
One dice x 100 Gold Coins
Two dice of Fancy Stones
One dice of Gems
1 Magic Item and 1 in 6 chance of a 2nd Magic Item
Treasure Horde - • • • •
Hit Dice: Use the Monster’s Old-School Hit Dice (0, 1st, and Basic Editions)
No Treasure Coin Purse Sack of Treasure Treasure Chest Treasure Horde
Coin Purse – One dice of Gold Coins
CONVERTING A MONSTER
Attacks: Use a Monster’s number of attacks from 5th Edition. Convert all level or attribute draining abilities of monsters to drain hit points.
1 - 3 4 - 5 6 - 7 8 - 9 10+
Skeleton: HD 1/2; AC 8; Atk Strike (one die) or Weapon (one die); Move 6 squares (30ft); Save 11. Spider (Giant): HD 2+2; AC 9; Atk Bite (one die + Paralyzing Poison); Move 6 squares (30ft); Save 10; Special: Poisonous Bite paralyzes unless successful Saving Throw.
1/2 Hit Dice or less (die-3) Ordinary monster (1-3 HD) Tough monster (4-8 HD) Epic monster (9+ HD)
Special: Adapt Special Attacks and Abilities from 5th Edition.
Ogre: HD 4+1; AC 7; Atk +1 Weapon (one die +2); Move 8 squares (40ft); Save 9. Orc: HD 1; AC 8; Atk Weapon (one die); Move 6 squares (30ft); Save 10.
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One dice x 1000 Gold Coins
One dice x 10 Fancy Stones
One dice x 10 Gems
One dice of Magic Items
Fancy Stones are worth one dice x 10 gold coins. Gems are worth one dice x 100 gold coins.
DAGGER RULES
FUMBLE TABLE Roll One Dice Weapon Breaks - Poor use of your weapon causes it to break. Magic weapons get a saving throw. Drop Weapon - Your attack is so poor that you drop your weapon. You will spend your next round picking it back up. Ally Drops Weapon - Your attack is so poor that your nearest ally drops his weapon. They will spend their next round picking it back up. Not Helpful - Your attack is so poor that you end up causing 1 HP of damage to a nearby ally. Roll on Gross Table Roll on Not Paying Attention Table
1 2
3 4 5 6
SPELL MISFIRE TABLE
1
2
3 4 5 6
Roll One Dice
3-4
5-6
Poop or Slime - You step (or fall) into a pile of animal or monster poop / slime and spend your next turn trying to clean it off. Snot - You sneeze during you attack / spell casting and get green snot all over yourself. You spend the turn cleaning yourself off. Fart - You pass gas during your attack / spell casting. You spend the next turn telling everyone that it was not you.
1-2
3-4
5-6
1-2
3-4
5-6
Roll One Dice Sleep - The misfired spell causes the caster or a member of the party to fall asleep (random roll) for the rest of the day. Shrink - The misfired spell cause the caster or a member of the party (random roll) to shrink to 1 ft tall for the rest of the day. Grow Feathers - The misfired spell cause the caster or a member of the party (random roll) to grow feathers all over their body for the rest of the day, after which they fall out.
SUMMONING TABLE
NOT PAYING ATTENTION TABLE Roll One Dice Jabbering - You spend so much time talking about what you are going to do that you end up losing all actions for the round. Fusing - You start an argument with a ally and spend your entire round trying to convince him he is wrong and you are right. Tantrum - You get so upset yelling about how the party is not following your plan that you end up losing all actions for the round.
Roll One Dice Smoke - You cast the spell so poorly that the only result is that the spell energy released forms a dark cloud of smoke which envelopes the party and cause them to lose their next turn. Blinding Flash - You cast the spell so poorly that the only result is that the spell energy explodes in a blinding flash that stuns everyone within 6 squares (30ft) for the remainder of the turn. Burnt - You cast the spell so poorly that the only result is that the spell energy singes everyone within 6 squares (30ft) for one dice of damage. Roll on Gross Table Roll on Change Table Roll on Summon Table
CHANGE TABLE
GROSS TABLE
1-2
5
Roll One Dice
1-2
3-4
5-6
Minor Demon - The misfired spell energy opens a portal that a small demon comes through. You must fight the demon until it is destroyed before you can do anything else. Minor Demon: HD 1; AC 8; Atk two claws (one dice); Move 4 squares (20ft) / flying 8 squares (40ft). Little Girl - The misfired spell energy opens a portal that a little girl comes through. She will talk your leg off until you spend two turns paying attention to her. As soon as you do, she will disappear. Himalayan Fighting Chicken - The misfired spell energy opens a portal that a Himalayan Fighting Chicken comes through. You must fight the creature until it is destroyed before you can do anything else. Himalayan Fighting Chicken: 3 Hit Points; AC 6; Atk: beak (1/2 Dice); Move 4 squares (20ft).
DAGGER RULES
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